Savage Asmythe

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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 most, a +0 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 basic adventure gear and 400s in currency.

Basic Adventure Gear

  • Backpack
  • Bedroll
  • Water canteen
  • Travel rations (1 week)
  • Tinderbox
  • Torches (3)
  • Casual clothes
  • Travel boots and cloak
  • Twine (50ft sisal)
  • Mess kit (cup, cutlery, field knife)

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.


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.


Barbarian.jpg Barbarian

The barbarian is a primitive and ferocious warrior from a land far from civilization. They are often brash and confident in their strength. They are accustomed to the wilds but lost in cities and towns.

  • Attributes: Agility d6, Smarts d4, Spirit d4, Strength d10, Vigor d6
  • Skills: Adventuring d6, Athletics d6, Common Knowledge d4, Concentration d4, Intimidation d6, Melee (heavy) d8, Notice d4, Pugilism d6, Survival d6
  • Edges: Berserk
  • Hinderances: Illiterate, Outsider
  • Gear: Greatsword or maul, basic adventure gear, 0 currency
  • Example: Conan the Barbarian


Bard.jpg Bard

Bards are entertainers and spies who are as comfortable in the kings halls as they are in the bustling markets. They often enjoy taking risks and experiencing adventure as it is told in the stories.

  • Attributes: Agility d8, Smarts d6, Spirit d8, Strength d4, Vigor d4
  • Skills:
  • Edges:
  • Hinderances:
  • Gear: Shortsword, dagger, lute (or other musical instrument), basic adventure gear, 150s currency
  • Example: Jaskier from The Witcher


Cleric.png Cleric

Clerics are driven by a holy purpose and the comradery of their clergy. They seek to change the world, making it a better place in the image of their patron elder dragon.

  • Attributes: Agility d, Smarts d, Spirit d, Strength d, Vigor d
  • Skills:
  • Edges:
  • Hinderances:
  • Gear: Mace, heavy leather coat and leggings, religious trappings, lantern, oilskin (2), basic adventure gear, 150s currency
  • Example:


Druid.jpg Elven Druid

Elven druids follow the old ways of nature and spirit. They are part of the wild lands, friend to plant and beast. They know which plants to use for potion and poison and often have animal companions.

  • Attributes: Agility d, Smarts d, Spirit d, Strength d, Vigor d
  • Skills:
  • Edges:
  • Hinderances:
  • Gear: Staff, dagger, bow, light leather jacket and leggings, tent, rope (50ft hemp), basic adventure gear, 50s currency
  • Example:


Knight.png Knight

Younger sons and daughters who have no hope of inheriting their family fortune often seek a life of adventure under the patronage of the local ruler. Knights are trained in combat and tactics in case of orc raids or invasion from nearby realms.

  • Attributes: Agility d, Smarts d, Spirit d, Strength d, Vigor d
  • Skills:
  • Edges:
  • Hinderances:
  • Gear: Longsword, heavy leather coat, basic adventure gear, 20s currency
  • Example:
Bladesinger.jpg Bladesinger

The bladesinger is an extremely rare knight with the arcane gift. They don't have the focused combat training of knigths or the depth of arcane expertise of wizards but combine the two into an elite combat stile.

  • Attributes: Agility d, Smarts d, Spirit d, Strength d, Vigor d
  • Skills:
  • Edges:
  • Hinderances:
  • Gear: Longsword, heavy leather coat, basic adventure gear, 20s currency
  • Example:


Monk.jpg Human Monk

Many of the factions of The Hand of Sol have secluded monasteries where they take in the poor, sick, and rejected and give them food shelter and meaning. Most of these monks learn only basic defense or administration, a few with the gift of dream magic are able to become formidable fighters.

  • Attributes: Agility d, Smarts d, Spirit d, Strength d, Vigor d
  • Skills:
  • Edges:
  • Hinderances: Poverty
  • Gear: Staff, sling, religious trappings, basic adventure gear, 50s currency
  • Example:


Artificer.jpg Dwarven Artificer

Dwarves have developed advanced metallurgy and alchemy, drawing on arcane energy to power their industry. Dwarven artificers are able to create and use devices powered by arcane energy.

  • Attributes: Agility d, Smarts d, Spirit d, Strength d, Vigor d
  • Skills:
  • Edges:
  • Hinderances:
  • Gear: Halberd, heavy leather coat, basic adventure gear, 50s currency
  • Example:


Ranger.jpg Ranger

Rangers are scouts and hunters who spend most of their time in the wilderness.

  • Attributes: Agility d, Smarts d, Spirit d, Strength d, Vigor d
  • Skills:
  • Edges:
  • Hinderances:
  • Gear: Hand axe, bow, light leather jacket and leggings, basic adventure gear, 10s currency
  • Example: Strider from Lord of the Rings
Thief.jpg Scoundrel

The Scoundrel is a thief and swindler of the city who prospers by taking what belongs to others and making in their own.

  • Attributes: Agility d, Smarts d, Spirit d, Strength d, Vigor d
  • Skills:
  • Edges:
  • Hinderances:
  • Gear: Short sword, two daggers, rope (50ft hemp), basic adventure gear, 100s currency
  • Example:
Swashbuckler.png Swashbuckler

Swashbucklers are smart and agile duelists.

  • Attributes: Agility d, Smarts d, Spirit d, Strength d, Vigor d
  • Skills:
  • Edges:
  • Hinderances:
  • Gear: Two short swords, two daggers, light leather jacket, rope (50ft hemp), basic adventure gear, 100s currency
  • Example: Captain Jack Sparrow from Pirates of the Caribbean
Treasure hunter.jpg Treasure Hunter

Treasure hunters search for treasure and lost artifacts among the ruins of lost civilizations. They are experts at research and puzzle solving.

  • Attributes: Agility d, Smarts d, Spirit d, Strength d, Vigor d
  • Skills:
  • Edges:
  • Hinderances:
  • Gear: Hand axe, bow, light leather jacket and leggings, basic adventure gear, 10s currency
  • Example: Indiana Jones
Wizard.jpg Wizard

Wizards have spent long hours studying and practicing arcane arts. They are experts at cosmology and magical theory, and little else.

  • Attributes: Agility d, Smarts d, Spirit d, Strength d, Vigor d
  • Skills:
  • Edges:
  • Hinderances:
  • Gear: Staff, spell book, basic adventure gear, 300s currency
  • Example: