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 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.

Each level of wealth has two values, pocket value and cash value, that determine what purchases can be made. Any purchases less than Pocket Value can be made without a wealth check; the cost is too small to note. Any purchase above the Cash Value is too expensive, the character can't afford this purchase without selling some property. To make a purchase that is more than pocket value and less than cash value, make a wealth test, see below. Sum all purchases in a short amount of time, usually a day or two, to find the total value of the shopping trip and use this value to determine if a wealth test is necessary.

Wealth Description Pocket Value Cash Value
0 Beggar $0 $10
d4 Peasant $10 $50
d6 Commoner $50 $250
d8 Merchant $150 $1500
d10 Lord $450 $5000
d12 Noble $1000 $10,000

Modify the wealth test by the quality, rarity of the purchase and the prosperity of the local economy. These modifiers stack.

  • 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.

Purchasing Modifiers

Economy Quality Rarity Modifier
City Low Very Common +1
Town Standard Common +0
Village High Rare -1

Whenever you gain a financial reward, such as from an adventure or quest, and the amount of the reward is greater than your current cash value then wealth increases. Wealth becomes the highest level that has a cash value less than the reward.

Edges and Hinderances

  • Poverty - wealth is d4 and the character lives day-to-day. They often sleep in the gutter, stables, or at a boarding house.
  • 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

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.

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 fighters driven by a purpose. 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, light leather coat, religious trappings, lantern, oilskin, 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, 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 a knight with the arcane gift, trained by the arcane college. 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: Mr. Miyagi from The Karate Kid


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: warhammer, light 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, 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, 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: Albus Dumbledore from Harry Potter