The year is 1914. The place is the battlefield of the Great War You’re here for the duration, until your life or mind are destroyed, or until this deadly struggle with the mud, disease, and the enemy finally ends in the paneled halls of some national capital far from the fighting.
Bobby says with a grin "C'mon, mate! This ancient city's got you spooked, is all. What with all those mummies around, I'm not surprised you're feeling watched!"
The remainder of the day passes without incident, though Aleksei feels eyes upon him all day. Dinner is freshly-caught fish, garnished with vegetables, in a white-wine sauce. The officers discuss the events of the day, duty rosters, etc. Nothing seems amiss, but Aleksei is still as nervous as a long-tailed cat in a roomful of rocking chairs.
The journey continues, with the ship eventually putting in at Alexandria. By the time you arrive, Aleksei is a bundle of nerves. You board the train and find your compartment for the 4-hour ride to Cairo.
It is 1415 local time when the conductor comes for your tickets, about 20 minutes into the trip.
Aleksei tried to calm himself, taking deep breaths and reminding himself that he is only paranoid because he was taught to be. He still does not let his guard up, but he is at least able to stifle his nervousness for the moment. He calmly passes the conductor his tickets as he approaches.
The conductor takes the tickets from each of you, stamps them, and leaves. About 30 minutes later, Perrin is dozing off, while Aleksei and Bobby entertain themselves playing cards. People pass by your compartment, going to or from the other cars, but one shadow seems persistent. A shadowy figure lurks near the door!
Aleksei notices the figure and tries not to show that he does. Looking at Bobby, then down at his cards, he says, "Do you have six?" Even though they are playing Gin Rummy, he hopes his brother gets the clue..
Figuring out that Aleksei is concerned about something outside the door, Bobby casually says "Sure, why not?", but then bolts out of his seat and is in the narrow corridor in an instant, looking around.
Notice & Wild:1d6 ⇒ 51d6 ⇒ 1 = 5
WhtKnt, you can use those rolls or not, I included them just in case...
Cairo; the city is quite crowded, with all manner of people going to and fro. With the crowds, it is easy to forget that there is a war on. Street hawkers call out to you as you pass, speaking English surprisingly well. Your "companion" leads you through the crowded streets to an alleyway in which there is a doorway.
"It seems odd that right now is the time you set up to meet Schonn" Bobby says. "Aleksei, any ideas how we should handle this? We all go in together, pretending to be friends with our guy here, but with our hands on our pistols in our pockets?"
"Contact will be expecting only this man. I go in, he goes in, then you come in. We watch, he make contact, we intercept. He will of course warn his contact and if he tries to run, we stop him. If this man is smart, he says nothing, gets away and we still get our man." He glares at the spy with eyes as cold as a Siberian winter.
"Just to be clear," Bobby explain to their friend, "if you go meet your contact and don't give *us* away to him, we'll let *you* get away. If you give us away, we'll hunt you down."
Aleksei thinks for a moment. "No, this could be better. We lead our 'guide' on a wild goose chase. Let him think we are here for nothing more than sightseeing. Then we follow him back to this Schonn and see what he does with the information. "
"The problem with that is, he *knows* we're outside here, listening in. And, we promised we'd let him go. So why would he stick around us anymore? And, with him as our 'guide', we can't actually work on our mission, which involves the scroll."
A few moments later, the man exits the room back into the street. "You were listening?" he says, after closing the door. "I Have done as you instructed."
I have finally returned to full access! On with the game.
Aleksei nods to Bobby before the informant comes out. "You are correct. We should perhaps go and confront Schonn then, but let us be careful. He may not be alone."
When the informant comes out, Aleksei replies. "Yes, you have. You may go, but remember, your life belongs to us know. Anything happens, we come for you." Turning to Bobby, he says, "Shall we?", and opens the door.
As you enter, you find yourselves in a small office. A well-dressed, mustachioed man sits behind a mahogany desk. The desk is clean and well-kept, and a serving tray holding six glasses and a bottle of liquid sit upon it. He looks up as you enter, his face a mixture of surprise and annoyance. "Gentlemen, please come in. I admit that I hadn't expected you quite so soon. I shall have to deal with Mr. Hertzeg's incompetence and disloyalty later. But, you are here now and I suppose that we must adjust. Please, sit down." He indicates a quartet of chairs that are arranged before the table. "Would you care for a smoke? Perhaps a drink?" he asks, holding forth a gold cigarette case. "I imagine there are things that you would like to discuss with me." His accent is also unmistakably German.
Aleksei takes a puff of his already lit cigar and blows the smoke in the direction of the German man. Showing an air of confidence, he sits in the chair directly across from him. "I will admit, you have an advantage in already knowing who we are, which tells me that we ourselves have an issue with disloyalty. Thank you for showing us that. We also imagine you have much to discuss with us as well, since you were obviously expecting us at some point, regardless of timing."
Hand-waving away the drink and the smoke (they might be drugged), Bobby says "Alright, mate, let's get down to brass tacks - what's your interest in the scroll? Why is it so valuable?"
He shrugs and pours himself a drink. "The scroll was found in the Valley of the Kings in a heretofore undiscovered tomb. It is written in an unknown language, neither Ancient Egyptian nor Coptic. That is what little we know for certain. Its age is estimated to be at least 3,000 years old, and possibly more. Its value is, of course, priceless.
"I would be lying if I told you that our interest in the scroll was entirely academic, but certainly, that is a primary motivator." He takes a drink from his glass. "Yes," he nods, looking at Aleksei, "You were expected. We knew that sooner or later, we would be discovered. Herr Spider would very much like you to forget what you have learned and go back to your duties. You are soldiers, not spies or archaeologists. But since, clearly, you cannot be expected to suppress your curiosity, we find ourselves at odds.
"Who knows what secrets may be discovered if the scroll can be translated? Did you know that the Ancient Egyptians had a vast knowledge of medicine, including specialized fields of study? Their knowledge of mathematics was equally impressive. Can you see how important the wisdom locked in that scroll might be?"
Aleskei shrugs as he leans back in the chair, blowing more smoke from his cigar. "While that scroll may contain a lot of knowledge, confusing it with wisdom might be folly. Such as the wisdom for how to use such knowledge. Something I think your other primary motivators might entail. What exactly does Herr Spider intend to do with said scroll?"
"Study it, of course. The same as you. I do not believe for one moment that the scroll is something as mundane as a recipe, and neither do you. I will not lie to you. If my employer were to gain the scroll, he would use it to further the interests of the Kaiser, just as your people intend to do with your President, I expect.
"But another question remains. You are here in Cairo, and I confess I have no idea why. As I said, you are not archeologists and the Front is a fair distance from here. Would you care to enlighten me?"
Aleksei nods, stifling a smile at Perrin's joke. "Perhaps, but not all of this war is fought on the Front. As you said, we are already at odds. You want what is best for Kaiser, we do not. We are fighting a war of information, who knows what and how much of it. If this scroll is indeed of any use beyond light reading material, then it should not fall in any hands that would use it for personal or global gain. Don't you agree?"
Bobby thinks to himself "But the problem is, England already has the scroll, and Doyle's with MI-something, so how can we *not* use the scroll to our military advantage?"
The man takes a draw on his cigarette and sits back for a moment, considering Aleksei's words. "Am I to understand that you would be willing to destroy the scroll to prevent it's being used?"
"Are we to understand that you have it in your possession already?", Aleksei counters. "We will do what is necessary to ensure that it isn't used improperly."
"I do not have it yet, as you are well aware. Herr Spider would be less than pleased if I were to destroy it or permit it to be destroyed, but if, say, an accident was to occur... well, that would be beyond my control, wouldn't it?"
Bobby leans over to Aleksei and cupping his hand around his ear, whispers as softly as possible "Aleksei, what are you saying? You know that the professor has the scroll back in England, and Doyle belongs to military intelligence - there's *no way* we could destroy the scroll!"
Aleksei does know that, but he is banking on Bobby's skill at poker to see what his game is.
Aleksei turns and smiles at Bobby. He then turns to Herr Schonn. "My colleague is concerned that you will not be able to hold up your end of the bargain, should it accidentally come into our possession and accidentally catch fire. We want assurances that your network of friends will leave the three of us alone as we go about our business in Cairo. Or is that something we will have to speak to Herr Spider about?"
Schonn considers for a moment. "I know that you are here seeking additional information, or perhaps even further artifacts. I would be a poor agent indeed if I settled for the destruction of one artifact, while you claimed others, now wouldn't I?"
The year is 1914. The place is the battlefield of the Great War You’re here for the duration, until your life or mind are destroyed, or until this deadly struggle with the mud, disease, and the enemy finally ends in the paneled halls of some national capital far from the fighting.
Good luck, trooper—you’ll need it!
Character Creation:
Race and Gender: All characters are human and begin with a free Edge.
The Great War is a man’s war. Women serve as nurses, spies, and take over clerical jobs in the military bureaucracy, but no army even considers using women in combat. This is not to say that women don’t wind up in battle anyway. Nurses often serve in field hospitals close to the front, and during battles may find themselves in the middle of things.
Players who want to run female characters should come up with a reason that would convince the military leaders of 1914 to overcome their Victorian chivalry and/or sexism.
The war is not, however, all-white. The great powers of Europe field a substantial number of non-European soldiers. France draws heavily on her African colonies to offset Germany’s larger population. African soldiers serve on the Western Front alongside French poilus. The British use units from the Indian Army in Europe.
The United States Army very reluctantly allows black Americans to serve in separate units (with white officers). Interestingly, some all-black American companies are equipped with French gear and lent to French battalions, making them a rare example of black and white soldiers together.
For non-white characters to serve alongside whites, much the same reasons as for women apply: They must have some indispensable quality which overcomes racism of the times.
Nationality: You can be from any nation. but everyone should be on the same side. It is important to note that there are no "bad guys" in World War I. The Germans are not Nazis, and they fight for honorable reasons through a sense of patriotism, just as with Allied troops. I leave it up to the players to decide what nationalities they represent.
Service and Branch: All soldier characters are army infantry or medics, at least initially. You can choose to play infantry, medic, or a civilian specialty such as journalist, Red Cross, or spy.
Attributes: Define you attributes as normal (i.e., 5 points to distribute, all attributes begin at d4). Infantrymen must have a minimum Vigor of d6+. Civilians may have other requirements.
Sanity: Those who face the mind-blasting horrors of war sometimes slip over the edge into madness. Sanity is a derived Trait that tracks your character’s mental health and stability. A soldier’s starting Sanity is 2 plus half his Spirit die type unless modified by Edges and Hindrances.
As a character faces the horror of war and other weirdness his Sanity may fluctuate. If a character increases his Spirit after character generation, it also increases his current Sanity by one point. Sanity can also go down, of course. This may eventually lead to shell-shock, a medical discharge or worse.
Skills: As usual, you get 15 points to put into skills. Infantrymen must have Fighting d6+, Shooting d6+, and Throwing d4+. Beyond these requirements, you may spend your points as desired. Medics must have Healing d4+ and Knowledge (medicine) d4+.
Edges and Hindrances: All characters start with one free Edge. You may take one Major Hindrance (worth 2 points) and two Minor Hindrances (worth 1 point each). You may not take any Hindrances that would get a soldier rejected by the draft board, such as Blind, Elderly, One Arm, One Leg, or Young. Obviously, this does not apply to civilians.
For 2 Hindrance points you can:
Raise an attribute one die type.
Choose an Edge.
For 1 Hindrance point you can:
Gain another skill point.
Rank: All soldiers have a rank or rating. Characters without the Rank (NCO) or Rank (Officer) Edge are automatically privates (E-1) or are civilian characters.
Useful (but not required) Edges include Alertness, Danger Sense, and any Combat Edges.
Gear: Basic gear issues varies with country and branch of service, but in general, you are issued a uniform, a bedroll, a mess kit, canteen, backpack, ammo pouches, and a basic weapon. You will also receive a bayonet, shovel, and 75 rounds. You may spend up to $50 on personal goods, but they must be small enough to fit into your standard pack.
Background: You must provide a brief background for your character. It should include, at a minimum, where you are from, what you did before the war, and what prompted you to join the service (unless you were drafted).
New Edges and Hindrances:
Most of the Hindrances in Savage Worlds are appropriate in Weird War I, but there are a few new ones. They are Bullet Magnet (Major), Doubting Thomas (Major), Fanatic (Major), Goldbrick (Minor), Replacement (Major), Shell-Shocked (Minor or Major), and Slow (Major).
New Edges include the following:
Background Edges:
Academy Graduate, Arcane Exposure, College Boy, Grizzled, Nationalism, Upper Class
Combat Edges:
Dig In!, Hose 'Em Down
Leadership Edges:
Art of War, Rank
Professional Edges:
Demo Man, Medic!, Mechanically Inclined
Dotting... this looks like fun. I like the Savage System and love war stuff. Thinking of either a British SSB agent or a Russian Ohkrana agent. Will try to have a build up tonight.
So, I guess the first question we all have to answer is - Allied or Central Powers? Also, if this is 1914, America is yet to declare war on anyone, and won't for another three years.
Personally I like the idea of playing the Germans. Basically for the same reason that movies set during this war was popular during WW2, to showcase the differences between the Nazis and this German army.
Again, want I no to play the good old farm boy sent to protect his younger brothers in the great war. Will come up with something more defined later this weekend.
Name: Aleksei Yarovich
Race: Human
Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills: Fighting d6, Investigation d6, Knowledge: World Diplomacy d4, Lockpicking d6, Notice d6+2, Persuasion d4-1, Repair d4, Riding d4, Shooting d6, Stealth d4, Survival d6, Swimming d4, Throwing d4
Pace: 6, Parry: 5, Toughness: 5, Charisma: -1
Gear: Unarmed Strike d6 (Str), Mosin-Nagant Rifle d6 (2d8, 15/30/60), Bayonet d6 (Str+d4), Knife d6 (Str+d4), Backpack, Bedroll, Clothing (Uniform), Canteen (metal), Shovel, Mess kit, 75x 7.62mm x 54mm Russian Rifle Rounds.
Special Abilities:
•Curious: Must check out everything and solve all mysteries
•Habit (Cigars): Annoying and constant habit
•Heartless: Willing to commit casual murder
•Alertness: Very perceptive; +2 Notice
Personal Details: Aleksei was born in Kiev, Ukraine to his mother Ekaterina and father, Pietr. Both of his parents died during a raid by anti-Tzar forces. This left him homeless and aimless. A local leader saw this as an opportunity and took Akeksei under his wing. Years later, Aleksei is a member of the Ohkrana, the Russian Tzar's Secret Police and Intelligence Service. His duty is to seek out and eliminate any threat to the Tzar and his family. His secondary duty is to maintain loyalty within the military ranks, which is why he was assigned to one of the four divisions sent to invade Eastern Prussia...
Aleksei is never seen without a cigar in his mouth. Taciturn and cynical, he rarely sees the humor in jokes. He is a very thorough person, almost too thorough in that he needs to know every detail about everyone and everything. Being trained to kill is harsh environments has left Alesksei with little compassion. He will just as quickly shoot through a hostage to kill the person holding the hostage as he would light a cigar. He takes no joy in it, he only sees it as a means to an end...
Aleksei is not tall, but his Ukrainian features are very prominent. He keeps his hair very short cropped and maintains his gear in top condition. He has a scar under his chin that he never speaks about.
Edges: Linguist: Dutch, English, French (native), German, Hungarian, Italian, Portugese, Russian, Spanish, Swedish. (Linguist is so many more languages than I thought it was >_>)
Medic!: Can save a downed extra if he reaches him before the end of the round
Hindrances:
Heroic (M): Jacques has a strong sense of justice, and works as a medic to benefit people. He's not a happy man, but he feels that by saving lives he can make others feel the happiness he can't.
Mean (m): He'll save your life, but he won't shake your hand if you go to thank him afterwards. He probably wouldn't be a bad-looking man if it wasn't for his thousand-yard stare and surly demeanor.
Shell-Shocked (m): Jacques was present during the initial battles of the Frontiers.
Gear:
Backpack, Bed Roll, Bullet pouch, Canteen, Medical Pack, Mess Kit, Uniform
Weapons:
Enfield No. 2 Mk I 12/24/48 2d6 (.38)
+18 spare bullets (total of 24 including the ones loaded)
Backstory:
Jacques comes from a poor neighborhood, but he had his sights set high when he joined the military. Unlike his brothers, who joined as infantrymen, Jacques was smarter, though his only true talent was a knack for languages that he picked up over time. He hoped to be able to someday make a better living as a translator. Unfortunately for him, the military had other plans. Convenient to the imminent German invasion of Belgium and having scored relatively high within medical drills, Jacques was placed near the front lines of the initial invasions that kicked off the Great War. Thrust immediately into combat beyond his wildest imagining, Corbett watched almost every person around him die in the skirmish fighting of the Battles of the Frontiers.
Jacques worked tirelessly throughout three nights with a never-ending stream of bullet wounds and broken limbs occupying his vision. He stopped only once, when the body of his youngest brother, an infantryman, was laid before him on his table. He had bled to death while waiting for a medic. As Germany relentlessly advanced, his brother laying dead, the small chunk of hope and happiness that existed in the core of the mostly dour Jacques Corbett shriveled and died. Driven by a sense of purpose and duty he continues to save as many lives as he can, to make up for the ones he couldn't.
That said, is there a place we can see what the new edges and things are/do? I only have the main book, so if these are in a supplement, do they have a SRD or somesuch? =)
That said, is there a place we can see what the new edges and things are/do? I only have the main book, so if these are in a supplement, do they have a SRD or somesuch? =)
You can find a list of edges and hindrances on Savagepedia, although specifics and stats you need the real book for. It looks like the GM is pulling from both Tour of Darkness (primarily Vietnam-era) and Weird War II (WWII).
That is correct, Nohwear. I have the PDFs (they are available at drivethrurpg). I don't expect everyone to get a copy, but if you choose to do so, it is $10 well-invested. Many of the Edges and Hindrances can be found in Tour of Darkness and Weird War II as noted.
Likewise, many of these are elaborated upon in the Savagepedia. I can provide details for those you are most interested in.
Couple general questions, just to get a sense of the theme you're going for.
Will edges like Rank (Officer) or Art of War have any place here? It sounds like we'd just be grunts, ala Aliens or Saving Private Ryan, so it might not be that such high-falutin' things would ever be needed, yeah?
Same question about Knowledge: Battle.
What does College Boy, Dig In!, and Hose 'Em Down do?
Also, whoa, yeah, we're still in the opening credits in 1914. All the fun stuff hasn't started. The German's haven't even invented Stormtroopers yet.
A corn fed Nebraska boy whose stark white ass has been seen by more father's than toilet seats. Tristan has always been the hard working type though the phrase work smarter has never been demonstrated by him, though he seems to get by on looks and strength alone and that's always been good enough.
At the request of his father he left begrudgingly due to his younger brothers drive to join the great war across the pond, having the family trait of acting before thinking. Boot camp was a breeze though the insubordination was rampant until he was placed with his younger brothers unit
College Boy requires Smarts d6+ and gives you four extra skill points to spend on Smarts-related skills. At least one of these must be a Knowledge skill at d6+.
Dig In! requires Smarts d6+ and imposes a -1 penalty (in addition to normal cover bonuses) to foe's attack rolls when you are prone or under cover. In addition, you get a +1 Toughness bonus to avoid damage from Area Effect weapons.
Hose 'Em Down requires Shooting d8+ and permits you to suppress an area equal to two Medium Burst Templates when firing a braced medium or heavy machine gun.
You will be mostly grunts, but if someone wants to play an officer or NCO, then I will permit it.
Oh mah goodness! We're looking to kick this off preety soon, eh? Well I best be about putting some numbers and words then!
Character!:
Daniel "The Yankee" Morgan
SaVAGe WOrLdS
...---===<<<((({{{[[[WAR!]]]}}})))>>>===---...
Race: huMAN
atTRIbuTEs: (5)
Agility: d8 (2 advances)
Smarts: d6
Spirit: d6
Strength:d6
Vigor: d6
sKILL POINTs: (15)
Spirit:::
Persuasion: d4
Smarts:::
Healing d4
Notice: d6
Strength:::
Agility:::
Shooting d10 (5 pts)
Fighting: d6
Stealth d6
Throwing d6
GEAR:
a uniform, a bedroll, a mess kit, canteen, backpack, ammo pouches,
and a basic weapon. (M1 rifle)
a bayonet,
shovel, and
75 rounds.
$50
Free Edge: Brawny
Edge 1: Dig In! (2 advances)
Major Hindrance: Overconfident (2 advances)
Minor Hindrance 1: Death Wish (1 advance)
Minor Hindrance 2: All thumbs: -2 Repair (1 advance)
derIVEd:::
CHA: +0
pACE: 6"
paRRy: 5
TOUHne$$: 6
Named after the famous American general, Dan hails from a small farming community in deep-woods Wisconsin that no one ever heard of (Sheboygan). Dan had no real taste for his father's thriving wheat farm, but he was able to supplement the family's dinner table (and occasionally his own pocket) by culling the thick woods of tasty game like deer, turkey, and the ever-welcome rabbit and squirrel.
When war broke out, Danial thumbed his nose at American non-intervention, caught the first steamer headed for the UK, and offered his services to the first official-looking Brit he could find.
Although the British would not risk the international red-tape that faced them to put a Yankee in danger, Dan convinced them that we was a crack-shot, and he anxiously awaited real combat by training young urban Brits on which end of the rifle the bang came out of.
Okay, guys. I'm at a con this weekend. Recruitment is closed and you all made it in, but you'll have to wait until Monday (maybe Tuesday) for me to set the scene. Since most of you went with Americans, we're going to be a little later on in the war, obviously.
Sounds great! Just wondering if it's okay to keep Aleksei Russian due to the nebulous nature of American relations with them at the time or if he needs to be made another nationality. That and if we're starting later in the war, this would be the same time that the Red Revolution begins...
Can someone please briefly describe the following Edges : Mechanically Inclined, Scrounger, Arcane Exposure, Ceremonial Casting, Haunted, Spiritualist.
I assume the last 4 are the only "Arcane Backgrounds" available - what would be needed to justify the PC having these?
WhtKnt - do you have any house rules? Also, if I take a bunch of Knowledge skills, are you ok with providing me with opportunities to use them?
In particular, I'm thinking of Knowledge/Military Intelligence : on a successful roll (after a successful Streetwise roll), I'd be able to piece together enough info about our current situation to suggest a plan of action (provided by you) that might have a decent chance of success.
1) Mechanically Inclined: +2 bonus to Knowledge or Repair rolls required to use, design, troubleshoot, or repair mechanical
2) Arcane Exposure: Add +2 to Sanity, and +2 to fear rolls caused by supernatural events
3) Scrounger: Once per session, and while in a populated area (such as a large village or town), a successful Streetwise roll allows the Scrounger to do find (things).
No data found on others.
Mind you, the thing has been kind of a straight-up combat oriented World War I scenario. It's of course WhtKnt's prerogative, just don't get your heart too set on a Harvey Walters type.
Thanks for the help with the Edges you could find.
I'm thinking more "military intelligence" than "supernatural investigator" - able to gather intel (either by Streetwise or Stealth) and come to some conclusions about it. Along with some basic combat skills.
But if it's going to be nothing but slog-thru the mud fighting, I might reconsider...maybe a gadgeteer-type, or something along the lines of the occult Edges (once I know what they are)...
There will be quite a few slog-through-the-mud moments, especially at first. As you guys grow and discover more about the underlying plot, we'll transition to more skill-based play.
I have no issue with you having several knowledge skills and I will find a way for you to use them if you take them.
Haunted - Haunted heroes have a helpful but occasionally frightening spirit companion.
Spiritualism - Spiritualist powers derive from sensing and communicating with spirits, chiefly those of the dead.
Ceremonial Casting - Those who have stumbled upon the secrets of the unknown have found they can greatly increase the power of certain spells and invocations if they are more carefully and slowly cast.
I don't have an issue with you taking these abilities (Spiritualist and Ceremonial Casting both require Arcane Background), but you will definitely be considered an oddity and probably an outcast until your fellow warriors become accustomed to it.
The only house rule is that everyone in the group speaks English in addition to any other languages. You may speak with an accent, but you can understand English commands and statements.
WhtKnt - I substituted a S&W .357 from the core rules instead of the standard-issue British gun, because the S&W doesn't have a Strength requirement, but it does less damage. I'm figuring it's the British equivalent to a S&W - is that ok?
Backstory TBD soon. But he's British, and an Intelligence operative.
Hey, folks!! We're coming up short a soldier in our little band of brothers and could use a replacement. If anyone is interested, the game is set in World War I, with some very weird goings-on. You can be of any Allied nationality (though if someone wants really wants to play a Central Powers character, let me know, we might be able to work something out; it would certainly make for an interesting dynamic to have an "enemy" amongst the group who, for one reason or another, are forced to work together).
The game is SAVAGE WORLDS: Weird War I. The PDFs are not required but are available on DriveThruRPG for those who wish to purchase them. The Player's Guide is all that you really need. I'll leave the recruiting open for a little while to let interest grow, so don't feel like you have to hurry with your submission. If I get some particularly good applications, I may take two or even three more.
I'll be honest. I try to post at least once every two to three days, but realistically, due to my wife's disability and the fact that I serve as her eyes (she is 90% blind), it works out to about once or twice per week. Some weeks are better than others.
Attributes: Define you attributes as normal (i.e., 5 points to distribute, all attributes begin at d4). Infantrymen must have a minimum Vigor of d6+. Civilians may have other requirements.
Sanity: Those who face the mind-blasting horrors of war sometimes slip over the edge into madness. Sanity is a derived Trait that tracks your character’s mental health and stability. A soldier’s starting Sanity is 2 plus half his Spirit die type unless modified by Edges and Hindrances.
As a character faces the horror of war and other weirdness his Sanity may fluctuate. If a character increases his Spirit after character generation, it also increases his current Sanity by one point. Sanity can also go down, of course. This may eventually lead to shell-shock, a medical discharge or worse.
Skills: As usual, you get 15 points to put into skills. Infantrymen must have Fighting d6+, Shooting d6+, and Throwing d4+. Beyond these requirements, you may spend your points as desired. Medics must have Healing d4+ and Knowledge (medicine) d4+.
Edges and Hindrances: All characters start with one free Edge. You may take one Major Hindrance (worth 2 points) and two Minor Hindrances (worth 1 point each). You may not take any Hindrances that would get a soldier rejected by the draft board, such as Blind, Elderly, One Arm, One Leg, or Young. Obviously, this does not apply to civilians.
For 2 Hindrance points you can:
Raise an attribute one die type.
Choose an Edge.
For 1 Hindrance point you can:
Gain another skill point.
Gear: Basic gear issues varies with country and branch of service, but in general, you are issued a uniform, a bedroll, a mess kit, canteen, backpack, ammo pouches, and a basic weapon. You will also receive a bayonet, shovel, and 75 rounds. You may spend up to $50 on personal goods, but they must be small enough to fit into your standard pack.
EDIT: So it says at the top that all characters are human and receive 1 free edge, then under edges and hindrances it says that all characters start with one free edge.
Are these the same (presumably human bonus) edge or do we gain another?
The freebie is the same edge as the one free for humans, however...
How many advances have I given you guys? I forget. As soon as I get it sorted out how many advances I have given out, everyone will start with the same.
Yes, they did finish the castle. More recently, they were involved in a mass battle and have fought against some supernatural trench ghouls. They are about to take a short leave in Paris (their reward for taking care of the ghouls).
Australian arms would be the same as the British, the Lee-Enfield Mk I. A reasonable minor habit could be smoking, chewing tobacco, whistling, cracking your knuckles; basically, any minor unconscious habit that could cause problems at certain times.