Difference between revisions of "Savage Asmythe"
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* Starting Powers: 3 | * Starting Powers: 3 | ||
* Starting Power Points: 10 | * Starting Power Points: 10 | ||
Wizardry is the ability to use the Ilthura language to work arcane magic. Wizards must have access to their spell book to use | Wizardry is the ability to use the Ilthura language to work arcane magic. Wizards must have access to their spell book to use a power. | ||
===Alchemy=== | ===Alchemy=== | ||
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* Starting Powers: 2 | * Starting Powers: 2 | ||
* Starting Power Points: 15 | * Starting Power Points: 15 | ||
Dwarven alchemy is the ability to create magical devices by making pacts with outsiders. These devices only work for the dwarf who created them. | Dwarven alchemy is the ability to create magical devices by making pacts with outsiders. These devices only work for the dwarf who created them. Alchemy works similar to Weird Science on page 148. | ||
===Miracles=== | ===Miracles=== | ||
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* Starting Powers: 3 | * Starting Powers: 3 | ||
* Starting Power Points: 10 | * Starting Power Points: 10 | ||
Miracle workers channel the power of the Elder Dragons. | Miracle workers channel the power of the Elder Dragons. Clerics using this kind of dream magic require at least a full minute of concentration/meditation to use a power. | ||
===Druidic=== | ===Druidic=== | ||
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* Starting Powers: 3 | * Starting Powers: 3 | ||
* Starting Power Points: 10 | * Starting Power Points: 10 | ||
Druids channel the power of the Elder Dragons to mold and change nature. | Druids channel the power of the Elder Dragons to mold and change nature. Druids using this kind of dream magic must be able to touch and manipulate the subject to use a power on it and druids prefer ritual spells. | ||
===Sorcery=== | ===Sorcery=== |
Revision as of 11:36, 29 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 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 Your Supernatural Background determines how your magic works. Your skill determines how you use magic, either casting spells dramatically or creating creating long lasting magical effects.
- Spellcasting (spirit) - The skill of using, identifying, and interpreting magic.
- Rituals (smarts) - Creating lasting magical effects, brewing potions, enchanting tools, changing the nature of something, etc. This is always a complicated, lengthy, and expensive process.
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
- Tinderbox
- Torches
- Casual clothes
- Travel boots and cloak
- Twine
- Mess kit (cup, cutlery, field knife)
Normally we don't keep track of expendables: arrows, bolts, shot, torches, rations, etc. But a critical failure or dramatic conditions could indicate that supplies have run out.
Supernatural Backgrounds
Wizardry
This is an Arcane Supernatural Background, common to humans.
- Starting Powers: 3
- Starting Power Points: 10
Wizardry is the ability to use the Ilthura language to work arcane magic. Wizards must have access to their spell book to use a power.
Alchemy
This is an Arcane Supernatural Background, common to dwarves.
- Starting Powers: 2
- Starting Power Points: 15
Dwarven alchemy is the ability to create magical devices by making pacts with outsiders. These devices only work for the dwarf who created them. Alchemy works similar to Weird Science on page 148.
Miracles
This is a Dream Supernatural Background, common to humans.
- Starting Powers: 3
- Starting Power Points: 10
Miracle workers channel the power of the Elder Dragons. Clerics using this kind of dream magic require at least a full minute of concentration/meditation to use a power.
Druidic
This is a Dream Supernatural Background, common to elves.
- Starting Powers: 3
- Starting Power Points: 10
Druids channel the power of the Elder Dragons to mold and change nature. Druids using this kind of dream magic must be able to touch and manipulate the subject to use a power on it and druids prefer ritual spells.
Sorcery
Sorcery can be either Dream or Arcane magic, depending on the power granted. It works the same in either case. This Supernatural Background is common to goblinoids.
- Starting Powers: 1
- Starting Power Points: 15
Goblin Sorcery works like the Gifted arcane background on page 148. Sorcerers can only uses the Spellcasting skill.
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.