Difference between revisions of "Savage Asmythe"

From Asmythe
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|[[File:barbarian.jpg|200px]]
|[[File:barbarian.jpg|200px]]
|'''Barbarian'''
|'''Barbarian'''
The barbarian is a primitive and ferocious warrior. Example: Conan the Barbarian
The barbarian is a primitive and ferocious warrior. Example: [https://www.youtube.com/watch?v=RoZzVUPqHbk Conan the Barbarian]
* Attributes: Agility d6, Smarts d4, Spirit d4, Strength d8, Vigor d8
* Attributes: Agility d6, Smarts d4, Spirit d4, Strength d8, Vigor d8
* Skills: Adventuring d6, Athletics d6, Common Knowledge d4, Intimidation d6, Melee (heavy) d8, Notice d4, Persuasion d4, Pugilism d6, Survival d6
* Skills: Adventuring d6, Athletics d6, Common Knowledge d4, Intimidation d6, Melee (heavy) d8, Notice d4, Persuasion d4, Pugilism d6, Survival d6

Revision as of 11:51, 21 October 2021

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

Any references to page numbers refer to the Savage Worlds Adventure Edition core book.

Characters

Savage Worlds character creation is designed to support archetypes, which are idealized character styles popularized by books, movies, and other kinds of fiction. For example, an elven druid with animal companions, a human paladin fighting for great good, a dwarven smith, a book and staff wizard, a tough barbarian, and many many more.

Consider what kind of character you want to play and the information below should help you create that character. At the bottom of this page is a list of sample archetypes and character builds.

Races

Humans Humans are the most common player race and form the baseline for used for other races. They are more sociable and adaptable than other races.

  • Adaptable (Lucky): Start with the Novice Edge "Luck", +1 benny at the start of each session.

Elves Elves are slightly smaller than humans and spend most of their lives in natural surroundings. They have a natural tendency toward dream magic.

  • Attribute Increase: Agility begins at d6

Dwarves Dwarves are short and stout and spend most of their lives underground. They have access to artifact magic.

  • Attribute Increase: Vigor begins at d6
  • Low-light vision: They can see clearly in very dim light, but not complete darkness. Ignore penalties for Dim or Dark illumination.
  • Reduced Pace: Due to short stature Pace is -1 and running is reduced by one die.

Other Humans, elves, and dwarves are balanced. All other races have, at least, a -1 total for racial abilities as described on page 18.

  • Saurians (lizardfolk)
  • Felinians (catfolk)
  • Aquarian (seafolk)
  • Avian (birdfolk)

Hinderances

You may take up to 4 points in hinderances.

  • 2 points can: raise an attribute one die or choose an edge.
  • 1 point can: improve a skill one die or gain additional starting funds.

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; 1 point will improve a skill one die, up to the linked attribute.

Knowledge and professional skills may be selected multiple times, each represents an additional specialized skill.

Common Skills

  • Notice (smarts) - The ability to perceive 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.
  • Intimidation (smarts) - Using insults, taunts, threats, and aggressive language to coerce another person to do or say something.
  • Performance (spirit) - Performing for an audience: acting, singing, dancing, playing an instrument, busking, etc.
  • Persuasion (spirit) - The ability to convince others to agree to do or say something willingly through negotiation, politics, or deception.

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.
  • Battle (smarts) - Tactical and strategic planning for ambushes, large battles, siege warfare, etc.
  • Deduction (smarts) - Investigation and logical thinking, used to follow a trail of clues or solve puzzles. Use this skill any time the book references "Research".
  • Healing (smarts) - Identify ailments, craft and apply healing ointments, set splints, etc.
  • Knowledge (smarts) - Extensive knowledge of a specific subject such as empire history, cosmology, a foreign language, geology, geography, botany, etc.
  • Common Knowledge (smarts) - Local knowledge, local history, local geography, local politics, etc. Anything a typical resident could know.
  • Survival (smarts) - The knowledge and practice of wilderness survival: navigation, hunting and gathering, build camps and shelters, predicting weather, etc.

Combat Skills

  • Archery (agility) - Ranged weapons such as bows, crossbows, and bolos. Use this whenever the book references "Shooting".
  • Melee, Heavy (agility) - Two-handed weapons.
  • Melee, Light (agility) - One-handed weapons.
  • Pugilism (agility) - Unarmed, wrestling, and improvised weapons; also martial-arts.

Physical Skills

  • Athletics (strength) - Gross motor skills: Climb, Swim, Run, Jump.
  • Coordination (agility) - Balance and fine motor skills: walking a tight-rope, juggling, legerdemain.
  • Stealth (agility) - Move silently, hide, camouflage, and other sneaking stealthy things. This is not a core skill and begins at 0.
  • Thievery (agility) - Dishonest work: casing a target, pickpocketing, lockpicking, appraising, etc.

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

Characters get edges from Hinderance points or from advances.


Equipment

Begin with $500, use equipment lists from Ars Magica.

Adventure Packages

Magic

Arcane Magic

Arcane magic uses the Magic arcane background and the Arcane Magic skill. Arcane magic users must have access to their spell book to use a spell.

Artifact Magic

Dwarven artifact magic works like the Weird Science arcane background and uses the Artifact Magic skill.

Dream Magic

Dream Magic uses the Magic arcane background and the Dream Magic skill. Dream magic users must be able to meditate to use dream magic.

Nature Magic

Nature Magic uses the Magic arcane background and the Nature Magic skill. Nature magic users must be in a natural environment where use of their power would make sense.

Sorcery

Sorcery works like the Gifted arcane background and uses either Arcane or Dream magic as the base skill, depending on what kind of power is manifested.


Sample Archetypes

Professions are similar to classes in other RPG systems. Players may create their own profession and character backstory; these are presented here as examples for players unfamiliar with Savage Worlds.


Barbarian.jpg Barbarian

The barbarian is a primitive and ferocious warrior. Example: Conan the Barbarian

  • Attributes: Agility d6, Smarts d4, Spirit d4, Strength d8, Vigor d8
  • Skills: Adventuring d6, Athletics d6, Common Knowledge d4, Intimidation d6, Melee (heavy) d8, Notice d4, Persuasion d4, Pugilism d6, Survival d6
  • Edges: Beserk
  • Hinderances: Illiterate, Poverty

Bard

  • Attributes: Agility d, Smarts d, Spirit d, Strength d, Vigor d
  • Skills:
  • Edges:
  • Hinderances:

Cleric

  • Attributes: Agility d, Smarts d, Spirit d, Strength d, Vigor d
  • Skills:
  • Edges:
  • Hinderances:

Druid

  • Attributes: Agility d, Smarts d, Spirit d, Strength d, Vigor d
  • Skills:
  • Edges:
  • Hinderances:

Enchanter

  • Attributes: Agility d, Smarts d, Spirit d, Strength d, Vigor d
  • Skills:
  • Edges:
  • Hinderances:

Fighter

  • Attributes: Agility d, Smarts d, Spirit d, Strength d, Vigor d
  • Skills:
  • Edges:
  • Hinderances:

Monk

  • Attributes: Agility d, Smarts d, Spirit d, Strength d, Vigor d
  • Skills:
  • Edges:
  • Hinderances:

Paladin

  • Attributes: Agility d, Smarts d, Spirit d, Strength d, Vigor d
  • Skills:
  • Edges:
  • Hinderances:

Ranger

  • Attributes: Agility d, Smarts d, Spirit d, Strength d, Vigor d
  • Skills:
  • Edges:
  • Hinderances:

Rogue

  • Attributes: Agility d, Smarts d, Spirit d, Strength d, Vigor d
  • Skills:
  • Edges:
  • Hinderances:

Sorcerer

  • Attributes: Agility d, Smarts d, Spirit d, Strength d, Vigor d
  • Skills:
  • Edges:
  • Hinderances:

Wizard

  • Attributes: Agility d, Smarts d, Spirit d, Strength d, Vigor d
  • Skills:
  • Edges:
  • Hinderances: