Difference between revisions of "Savage Asmythe"
Line 94: | Line 94: | ||
==Wealth== | ==Wealth== | ||
Asmythe uses an abstract wealth system, removing the need to count coins and inventory your inventory. This system assumes that characters have easy access to their wealth or are able to issue IOUs that will be honored by the Tridale Trade Company or local oligarch. | Asmythe uses an abstract wealth system, removing the need to count coins and inventory your inventory. This system assumes that characters have easy access to their wealth or are able to issue IOUs that will be honored by the Tridale Trade Company or local oligarch. | ||
The basics of the this system are described on page 145, with modifications below. | |||
We also don't keep track of expendable items such as arrows, bolts, shot, torches, rations, etc. But a critical failure or dramatic conditions could indicate that supplies have run out. | We also don't keep track of expendable items such as arrows, bolts, shot, torches, rations, etc. But a critical failure or dramatic conditions could indicate that supplies have run out. | ||
'''Wealth''' is a | '''Wealth''' is a trait that ranges from 0 to d12, just like other traits. Most characters start with basic adventuring gear and d6 wealth, which is enough to have residence at a local inn or boarding house. Wealth tests use the wild die just like any other trait test. | ||
Wealth can be used to make purchases, modified by the value of the | Wealth can be used to make purchases, modified by the value/rarity of the purchase and the prosperity of the local economy. | ||
* A success means the purchase can be made | * A success means the purchase can be made, but it reduces the wealth trait one level. | ||
* A raise | * A raise means the purchase can be made without depleting your wealth. | ||
* A failure means the purchase isn't possible. The item can't be found or you can't afford it. | |||
* A failure | |||
Wealth can also be used to influence people similar to Intimidation and Persuasion, modified by the situation. Use the results listed above. | Wealth can also be used to influence people similar to Intimidation and Persuasion, modified by the situation. Use the results listed above. | ||
Whenever you gain a financial | Whenever you gain a financial reward, such as from an adventure or quest, make a wealth test to determine if your wealth level increases, modified by the amount of loot recovered. Yes, use the wild die on this test too. Sometimes a rare and valuable bauble can be found in a handful of coins and sometimes a chest of gold and gems turns out to be brass and glass. | ||
* A success on this test indicates that wealth level does not increases. | * A success on this test indicates that wealth level does not increases. | ||
* A failure with a positive result indicates an increase by one die type. | * A failure with a positive result indicates an increase by one die type. | ||
Line 117: | Line 118: | ||
!Purchase!! Economy !! Quality !! Modifier | !Purchase!! Economy !! Quality !! Modifier | ||
|- | |- | ||
|Cheap|| City || Low || +2 | |Cheap/Common|| City || Low || +2 | ||
|- | |- | ||
| | |Valuable/Uncommon|| Town || Standard ||+0 | ||
|- | |- | ||
| | |Expensive/Race|| Village || High || -2 | ||
|- | |- | ||
| | |Extravagant/Very Rare|| || || -4 | ||
|} | |} | ||
Line 133: | Line 132: | ||
! Loot !! Modifier!! Description | ! Loot !! Modifier!! Description | ||
|- | |- | ||
|Significant|| +0 || A pile of coins or valuable goods. Easy to carry in a backpack. | |Significant|| +0 || A pile of coins or valuable goods. Easy to carry in a bag or backpack. | ||
|- | |- | ||
|Major|| -2 || A chest of gold, gems, jewelry. | |Major|| -2 || A chest of gold, gems, jewelry. Goods than one or two people can carry. | ||
|- | |- | ||
|Huge|| -4 || Several large chests of valuables. A wagon load of loot. | |Huge|| -4 || Several large chests of valuables. A wagon load of loot. | ||
|} | |} | ||
===Edges and Hinderances=== | ===Edges and Hinderances=== | ||
* Poverty - wealth is | * Poverty - wealth is d4 and the character has a +1 on loot checks. | ||
* Rich - increase wealth to | * Rich - increase wealth to d8 and the character has a house, a small farm, a small shop, or similar. | ||
* Filthy Rich - increase wealth to | * Filthy Rich - increase wealth to d10 and the character has a small estate, trading house, noble title, or similar. | ||
== Equipment == | == Equipment == |
Revision as of 16:28, 9 November 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 type.
Other Humans, elves, and dwarves are balanced. All other races have, at most, a +0 total for racial abilities as described on page 18.
- Saurians (lizardfolk)
- Felinians (catfolk)
- Aquarian (seafolk)
- Avian (birdfolk)
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, one die type per point 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.
Common Skills
- Athletics (strength) - Gross motor skills: Climb, Swim, Run, Jump.
- 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 some effects or to maintain focus in adverse situations.
- Common Knowledge (smarts) - Local knowledge, local history, local geography, local politics, etc. Anything a typical resident could know.
- Notice (smarts) - The ability to perceive something out of place, somebody sneaking, or otherwise unexpected. Use this skill to recognize that something not-obvious and non-hidden is significant.
General 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.
- Coordination (agility) - Balance and fine motor skills: walking a tight-rope, juggling, legerdemain.
- 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.
- 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, etc.
- Persuasion (spirit) - The ability to convince others to agree to do or say something willingly through negotiation, politics, or deception.
- Survival (smarts) - The knowledge and practice of wilderness survival: navigation, hunting and gathering, build camps and shelters, predicting weather, etc.
- Stealth (agility) - Move silently, hide, camouflage, and other sneaking stealthy things.
- Thievery (agility) - Dishonest work: pickpocketing, lockpicking, appraising, etc.
Knowledge Skills
Knowledge skills may be selected multiple times, each represents an additional specialized skill. These skills represent expertise in a specific area of knowledge or practice and can provide more detail than a general skill test.
- 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.
- Knowledge (smarts) - Extensive knowledge of a specific subject such as empire history, cosmology, a foreign language, geology, geography, botany, etc.
Combat Skills
- Archery (agility) - Ranged weapons such as bows, crossbows, and bolos. Use this whenever the book references "Shooting".
- Melee (agility) - Attack and defense using any hand-held weapon, including improvised weapons.
- Brawling (agility) - Punching, boxing, wrestling, and martial-arts. Attacks without a weapon, including grappling.
Magic Skills
Your Supernatural Background determines what kind of magic you can uses. Your skill determines how you use magic, either casting spells dramatically or using rituals to create long lasting effects.
- Spellcasting (spirit) - The skill of using, identifying, and interpreting magic quickly.
- Rituals (smarts) - Use rituals to create lasting magical effects, brew potions, enchant tools, change the nature of something, etc. This is always a complicated and lengthy process. Spell points used to create permanent effects don't recover until it is dispelled.
Hindrances
You may and should take up to 4 points in hinderances. Roleplaying hinderances is a powerful way to get bennies.
- 2 points can: raise an attribute one die or choose an edge.
- 1 point can: improve a skill one die or gain additional starting equipment.
Edges
Characters get edges from Hinderance points or from advances, aka "leveling up".
Wealth
Asmythe uses an abstract wealth system, removing the need to count coins and inventory your inventory. This system assumes that characters have easy access to their wealth or are able to issue IOUs that will be honored by the Tridale Trade Company or local oligarch.
The basics of the this system are described on page 145, with modifications below.
We also don't keep track of expendable items such as arrows, bolts, shot, torches, rations, etc. But a critical failure or dramatic conditions could indicate that supplies have run out.
Wealth is a trait that ranges from 0 to d12, just like other traits. Most characters start with basic adventuring gear and d6 wealth, which is enough to have residence at a local inn or boarding house. Wealth tests use the wild die just like any other trait test.
Wealth can be used to make purchases, modified by the value/rarity of the purchase and the prosperity of the local economy.
- A success means the purchase can be made, but it reduces the wealth trait one level.
- A raise means the purchase can be made without depleting your wealth.
- A failure means the purchase isn't possible. The item can't be found or you can't afford it.
Wealth can also be used to influence people similar to Intimidation and Persuasion, modified by the situation. Use the results listed above.
Whenever you gain a financial reward, such as from an adventure or quest, make a wealth test to determine if your wealth level increases, modified by the amount of loot recovered. Yes, use the wild die on this test too. Sometimes a rare and valuable bauble can be found in a handful of coins and sometimes a chest of gold and gems turns out to be brass and glass.
- A success on this test indicates that wealth level does not increases.
- A failure with a positive result indicates an increase by one die type.
- A failure with a negative result increases wealth by two levels.
Purchasing Modifiers
Purchase | Economy | Quality | Modifier |
---|---|---|---|
Cheap/Common | City | Low | +2 |
Valuable/Uncommon | Town | Standard | +0 |
Expensive/Race | Village | High | -2 |
Extravagant/Very Rare | -4 |
Wealth Increase Modifiers
Loot | Modifier | Description |
---|---|---|
Significant | +0 | A pile of coins or valuable goods. Easy to carry in a bag or backpack. |
Major | -2 | A chest of gold, gems, jewelry. Goods than one or two people can carry. |
Huge | -4 | Several large chests of valuables. A wagon load of loot. |
Edges and Hinderances
- Poverty - wealth is d4 and the character has a +1 on loot checks.
- Rich - increase wealth to d8 and the character has a house, a small farm, a small shop, or similar.
- Filthy Rich - increase wealth to d10 and the character has a small estate, trading house, noble title, or similar.
Equipment
The Equipment chart lists most goods and services and their value.
Characters begin with basic adventure gear, basic equipment, and d4 wealth.
Basic Adventure Gear
- Backpack
- Bedroll: wool blanket wrapped in a waxed canvas tarp
- Casual clothes
- Mess kit: cup, cutlery, field knife
- Tinderbox
- Torches
- Travel boots and cloak
- Travel rations
- Twine
- Water canteen
Basic Equipment
- One weapon (shorts sword, staff, battleaxe, mace, bow, crossbow, etc.)
- A light leather coat (armor +1)
- Appropriate professional gear such as a spell book, holy symbol, lockpicks, etc. (GM approval)
Supernatural Powers
Supernatural traits can be either arcane or dream. The page on Magic describes each in great detail. Throughout this section powers are referred to as "spells".
Backgrounds
Wizardry This is an Arcane Supernatural Background, common to humans. Wizardry is the ability to use the Ilthura language to summon elemental energy. Wizards must have access to their spell book to use a spell.
- Starting Spells: 3
- Starting Spell Points: 10
- Spellcasting: Create an instant elemental effect. Some spell effects can be maintained.
- Rituals: Create a permanent elemental effect bound to a specific place or object.
Alchemy This is an Arcane Supernatural Background, common to dwarves. Dwarven alchemy is the ability to create magical devices by making pacts with elementals. These devices only work for the dwarf who created them.
- Starting Spells: 2
- Starting Spell Points: 15
- Spellcasting: Use and repair a dwarven device.
- Rituals: Create a new dwarven device or create a single use device that can be activated by anybody such as a potion or glowstick.
Alchemy works similar to Weird Science on page 148 and Alchemy on page 24 of the Fantasy Companion.
Miracles This is a Dream Supernatural Background, common to humans. Miracle workers attune themselves to the spell of the Elder Dragons and direct it to change a living person or animal.
- Starting Spells: 3
- Starting Spell Points: 10
- Spellcasting: Create an instant natural effect in a person or animal. Some spell effects can be maintained.
- Rituals: Create a permanent natural effect bound to a specific person or animal.
Using this kind of dream magic require at least a full minute of concentration/meditation to use a spell, even for spellcasting.
Druidic This is a Dream Supernatural Background, common to elves. Druids channel the spell of the Elder Dragons to mold and change nature.
- Starting Spells: 3
- Starting Spell Points: 10
- Spellcasting: Create an instant natural effect in a plant or animal. Some spell effects can be maintained.
- Rituals: Create a permanent natural effect bound to a specific plant or animal.
Druids using this kind of dream magic must be able to touch and manipulate the subject to use a spell on it and druids prefer ritual spells.
Sorcery This Supernatural Background is common to goblinoids. Sorcery is the untrained and undisciplined use of Dream or Arcane magic. Sorcerers don't have the skill or knowledge to create more than a single magical effect. Spells have the same restrictions that any other spell of the same type has: arcane spells only affect non-living things and dream magic only affects living things.
- Starting Spells: 1
- Starting Spell Points: 15
- Spellcasting: Create an instant effect.
- Rituals: Create a permanent effect.
Sorcery works like the Gifted arcane background on page 148.
Spells
Spells are listed in the core book and are available to characters with the appropriate magic background, determined by effect.
Spell Effects
In the core book these are described as "trappings". Whenever a spell is learned the effects of that spell are chose and remain the same every time that spell is used.
Spell Modifiers
All those listed in the core book, page 152, in addition to those below. Spell modifiers, if any, are selected when a spell is cast.
- Mutate (+1) - Change the effect of a spell.
Spell Edges
This list replaces those in the core book.
- Artificer - 25% of the spell points used to create permanent effects can be recovered.
- Advanced Artificer - 50% of the spell points used to create permanent effects can be recovered.
- Channeling - Recover 1 spell point if you get a raise on a spellcasting test.
- Desecrate - Drain the life of all plants in a 3ft radius to recover 10 spell points. This is an action in combat.
- Drain Life - Touch a dying creature and drain its life to recover 10 spell points. This is an action in combat.
- New Spells - Learn two new spells.
- Prestige - Learn a new spell which is a combination of two spells that can only be cast together as a single spell.
- Power Surge - Recover 10 spell points when dealt a joker.
- Rapid Recharge - Recover 10 spell points per hour.
- Signature Spell - Select one existing spell. This arcane spell can be cast without a spell book; or dream spell can be cast in one full round (use aim action).
- Soul Drain - Recover 5 spell points and gain a level of Fatigue.
- Specialty - Select a specific effect; spells using that effect get +1 on all spellcasting and ritual tests.
- Spell Points - Gain 5 additional spell points, increasing your maximum.
Character Archetypes
Archetypes are similar to classes in other RPG systems, but instead of strictly defining character abilities they describes what characters are like. There are many more archetypes than I have listed here and players may create their own characters and backstory in whatever style they like.