| mikeawmids |
Some points; re: SWADE.
Start with free d4 in Athletics, Common Knowledge, Notice, Persuasion and Stealth. These are core skills that it is assumed EVERYONE has some proficiency with.
You then have 12 more skill points to spend, as per the character creation rules in any version of SW.
Charisma is no longer a thing. Edges like Charismatic give you free re-rolls instead.
In combat, you can perform a reasonable number of three actions and up to three standard actions. You can now perform the same action more than once (this was not the case in previous versions). However, every additional action incurs a cumulative -2 multi-action penalty on all rolls.
For example...
You could move (a free action) and attack (a standard action) with no penalty.
You could move (a free action) and attack twice (two standard action) at -2 on each fighting roll.
You could attack (a standard action) then move (a free action) and attack twice (two standard action) at -4 on each fighting roll.
... and so forth.
There is a new thing in SWADE called Conviction Points. If your PC does achieves a great personal victory or suffers a great personal setback, they gain conviction points, that can be spent to add d6 to a trait or damage roll. This can explode like any other die.
I'm capping wounds at 4, so you will never take more than 4 wounds at once, no matter how many times the damage dice explode. Damage against enemies is also capped at 4 wounds. This does not make combat any less dangerous, but (slightly) reduces the risk of permanent death.
| mikeawmids |
You can now buy the PDF of Savage Worlds Adventure Edition for the remarkably low price of £7.91 on RPGNow.com.
| wicked_raygun |
I built this using SWD and with your guidelines. Please let me know if anything looks particularly off. And I'll pick up the SWAE as soon as I can.
Name: Gynnie Swiftwhistle
Race: half-folk "halfling"
Gender: female
Pace: 6
Parry: 6 (+1 rapier)
Toughness: 5 (+1 leather, -1 size)
Power points: 10
Bennies: 4
Attributes
• AGL d8
• SMA d6
• SPI d6
• STR d6
• VIG d6
Skills
• Athletics d6
• Fighting d6
• Common Knowledge d4
• Lockpicking d6
• Notice d6
• Persuasion d4
• Spellcasting d6
• Stealth d8
• Streetwise d6
Hindrances
• Curious (major)
• Loyal (minor)
• Wanted (minor, for thievery in Magnimar)
Edges
• Arcane Background (Magic)
• Thief
Half-Folk "Halfling"
Half-folk are small, nimble creatures with fuzzy brown or black hair. Though they are frail compared to most other races, their cheerful optimism (or wily cunning) gives them a “never say die” attitude that makes them more than a match for creatures twice their size.
Half-folk see no reason to invite trouble, and tend to live in their own little communities far off the beaten path.
• Fortunate: Half-folk draw one additional Benny per game session. This may be combined with the Luck and Great Luck Edges.
• Short: Half-folk average only about 4’ tall. This gives them a Size of –1 and subtracts 1 from their Toughness.
• Spirited: Half-folk are generally optimistic beings. They start with a d6 Spirit instead of a d4.
Arcane Background (Magic)
Arcane Skill: Spellcasting (Smarts)
Starting Power Points: 10
Starting Powers: 3
Magicians range from powerful wizards to vile cultists. They draw on raw supernatural energy to fuel their eldritch fires. This energy often infuses the worlds in which they live, and is drawn forth with elaborate rituals, words of power, runes, or perhaps even dark sacrifices.
Wizards are often quite weak early in their careers, but are forces to be reckoned with as they become powerful sorcerers.
►►Backlash: When a wizard rolls a 1 on his Spellcasting die (regardless of his Wild Die), he is automatically Shaken. This can cause a wound.
Thief
Requirements: Novice, Agility d8+, Climbing d6+, Lockpicking d6+, Stealth d8+
Thieves specialize in deceit, treachery, and acrobatics. They can be invaluable where traps must be detected, walls must be climbed, and locks must be picked.
Thieves add +2 to Climbing, Lockpick, Stealth, as well as Notice or Repair rolls that relate to traps and similar devices. The bonus to Stealth does not apply when the character is in a wilderness environment—only in urban areas.
Bolt "Acid Arrow"
Rank: Novice
Power Points: 1 per missile
Range: 12/24/48
Duration: Instant
Trapping: Force
Magic Missile is a standard attack power of wizards. The damage of the bolt is 2d4.
►►Burn: Acid Arrow does one less die of damage on the caster’s next action unless counteracted in some way (taking an action to wash it off or stripping off the acid-covered item). For instance, a 2 PP acid arrow causes 3d4 when it hits and 2d4 on the caster’s action as well (unless the target neutralizes it with liquid).
►►Additional Bolts: The character may cast up to 3 bolts by spending a like amount of Power Points. The bolts may be spread among targets as the character chooses. This is rolled just like fully-automatic weapons fire but without the fullauto penalty—the character rolls a spellcasting die for each bolt and compares each to the Target Number separately. If the caster is a Wild Card, he also rolls a Wild Die, which may replace any of the casting dice.
►►Additional Damage: The caster may instead cast a single 3d4 bolt for 2 Power Points. He may not cast multiple bolts when using this ability.
Confusion "Color Spray"
Rank: Novice
Power Points: 1
Range: Smarts x 2
Duration: Instant
Trapping: A spray of swirling, hypnotic lights.
Instilling confusion in enemies is a powerful aid in combat, and this power provides that ability. On a success, a target must make a Smarts roll at –2 or be Shaken, and on a raise, the roll is made at –4.
►►Additional Targets: The character may affect up to five targets by spending a like amount of additional Power Points.
Deflection "Mirror Image"
Rank: Novice
Power Points: 2
Range: Touch
Duration: 3 (1/round)
Trapping: Illusionary duplicates
Mirror Image produce illusionary duplicates that misdirect incoming melee and missile attacks from the user.
With a standard success, attackers must subtract 2 from any Fighting, Shooting, or other attack rolls directed at the user. A raise increases the penalty to –4. This also acts as Armor against area effect weapons.
| mikeawmids |
I built this using SWD and with your guidelines. Please let me know if anything looks particularly off. And I'll pick up the SWAE as soon as I can.
Name: Gynnie Swiftwhistle
Race: half-folk "halfling"
Gender: femalePace: 6
Parry: 6 (+1 rapier)
Toughness: 5 (+1 leather, -1 size)
Power points: 10
Bennies: 4Attributes
• AGL d8
• SMA d6
• SPI d6
• STR d6
• VIG d6Skills
• Athletics d6
• Fighting d6
• Common Knowledge d4
• Lockpicking d6
• Notice d6
• Persuasion d4
• Spellcasting d6
• Stealth d8
• Streetwise d6Hindrances
• Curious (major)
• Loyal (minor)
• Wanted (minor, for thievery in Magnimar)Edges
• Arcane Background (Magic)
• Thief** spoiler omitted **
** spoiler omitted **...
Most of this looks fine, but two changes to the Skills section;
1: Change Lockpicking to Thievery.2: Streetwise no longer exists in SWADE. You use Persuasion/Intimidation for Networking instead. You could bump Persuasion up to d6 and put the last remaining skill point into something else.
Also, what did you steal and who did you steal it from? Don't have to answer now, but give it some thought and let me know.
| mikeawmids |
I believe Brother Abraham is ready to adventure...
That looks fine.
I checked the Pinnacle forum; re: trappings for shapechange and the official reply was;
"Shape Change at its base allows for any mundane animal as long as it falls within the limitations of the character's Rank. It's possible to have a trapping which limits it to a specific animal or set of animals (only aquatic for instance) but that's adding restrictions which don't inherently exist."
... so I'm cool with any beast/animal that meets rank requirements, but no shapechanging into a humanoid monster, ie: goblins/orcs, etc.
I'm also imagining how fear would work for a priest of Abadar. The target suddenly receives a crippling penalty charge from their bank! Make a fear save! :D
| Brainiac |
Here's the basic stats for my character. I still have to pick a name, plus powers and gear. Let me know if it looks okay so far.
Name: ???
Race: Human
Gender: Female
Attributes and Skills:
Agility d6
-Stealth d4
Smarts d8
-Common Knowledge d4
-Knowledge (arcana) d8
-Investigation d8
-Notice d4
-Streetwise d8
-Spellcasting d8
Spirit d6
-Persuasion d4
Strength d4
-Athletics d4
Vigor d6
Pace 6"; Parry XX; Toughness XX
Hindrances: Big Mouth, Curious, Loyal
Edges: Arcane Background (Magic), Wizard
Powers (10 points): (3)
Gear: XX
| mikeawmids |
Here's the basic stats for my character. I still have to pick a name, plus powers and gear. Let me know if it looks okay so far.
Name: ???
Race: Human
Gender: FemaleAttributes and Skills:
Agility d6
-Stealth d4
Smarts d8
-Common Knowledge d4
-Knowledge (arcana) d8
-Investigation d8
-Notice d4
-Streetwise d8
-Spellcasting d8
Spirit d6
-Persuasion d4
Strength d4
-Athletics d4
Vigor d6Pace 6"; Parry XX; Toughness XX
Hindrances: Big Mouth, Curious, Loyal
Edges: Arcane Background (Magic), Wizard
Powers (10 points): (3)
Gear: XX
Lose Streetwise and redistribute those 3 points elsewhere and you're good.
| Abraham Silver |
Abraham Silver wrote:I believe Brother Abraham is ready to adventure...That looks fine.
I checked the Pinnacle forum; re: trappings for shapechange and the official reply was;
"Shape Change at its base allows for any mundane animal as long as it falls within the limitations of the character's Rank. It's possible to have a trapping which limits it to a specific animal or set of animals (only aquatic for instance) but that's adding restrictions which don't inherently exist."
... so I'm cool with any beast/animal that meets rank requirements, but no shapechanging into a humanoid monster, ie: goblins/orcs, etc.I'm also imagining how fear would work for a priest of Abadar. The target suddenly receives a crippling penalty charge from their bank! Make a fear save! :D
As I develop the character I've got some ideas. As the "Fat Kid" in class at the temple, Abe always wished he could be as fast as a cat, or fly like a hawk, or swim like a fish... so he got his wish.
And he is in Sandpoint hoping to find some funds to keep away from a overdraft fee... Maybe fear of losing everything and becoming destitute...
| Toyama Reiko |
Okay, here's the revised version, and the alias. Also, does armor interfere with spellcasting in any way? Trying to figure out what gear I need.
Name: Toyama Reiko
Race: Human
Gender: Female
Attributes and Skills:
Agility d6
-Fighting d4
-Stealth d4
Smarts d8
-Common Knowledge d4
-Knowledge (arcana) d8
-Investigation d8
-Notice d6
-Spellcasting d8
-Taunt d4
Spirit d6
-Persuasion d4
Strength d4
-Athletics d4
Vigor d6
Pace 6"; Parry 5; Toughness 5
Hindrances: Big Mouth, Curious, Loyal
Edges: Arcane Background (Magic), Wizard
Powers (10 points): bolt, deflection, detect/conceal arcana
Gear: Staff (Str+d4, Parry +1, Reach 1, 2 hands), dagger (Str+d4)
| mikeawmids |
Okay, here's the revised version, and the alias. Also, does armor interfere with spellcasting in any way? Trying to figure out what gear I need.
Name: Toyama Reiko
Race: Human
Gender: FemaleAttributes and Skills:
Agility d6
-Fighting d4
-Stealth d4
Smarts d8
-Common Knowledge d4
-Knowledge (arcana) d8
-Investigation d8
-Notice d6
-Spellcasting d8
-Taunt d4
Spirit d6
-Persuasion d4
Strength d4
-Athletics d4
Vigor d6Pace 6"; Parry 5; Toughness 5
Hindrances: Big Mouth, Curious, Loyal
Edges: Arcane Background (Magic), Wizard
Powers (10 points): bolt, deflection, detect/conceal arcana
Gear: Staff (Str+d4, Parry +1, Reach 1, 2 hands), dagger (Str+d4)
Armour does not interfere with spellcasting, but you do need to meet the minimum strength requirement. Also, in SWADE, Wizard is now a Seasoned edge that lets you change spell trappings on the fly, so you will need to change that out. Otherwise, everything else looks good at a quick glance.
| Toyama Reiko |
Okay, I will switch it for Attractive. Gameplay post coming soon.
| Toyama Reiko |
I certainly wouldn't mind a big, beefy person in between me and the baddies. :)
| MrStr4ng3 |
I think I might go Kato over Caramon.
Here is a first pass, feed back welcome.
Concept: Kato
Gender: Male
Attributes
Agility d8
Smarts d4
Spirit d4
Strength d8
Vigor d6
Skills:
Athletics d8
Common Knowledge d4
Notice d6
Persuasion d4
Stealth d6
Fighting d10
Language d4
Healing d6
Pace 6"; Parry 7; Toughness 5(7)?8?
Hindrances:Vow(minor), Impulsive (Major), Outsider (Minor)
Edges
Free Runner
Martial Artist
Acrobat
| Toyama Reiko |
Found some good artwork for Reiko.
| Gynnie Swiftwhistle |
Well, it looks like Charlie's Angels are assembled. :-)
GM, I took my points from streetwise and moved them to fighting and thievery.
Lockpicks are very expensive, so I couldn't afford a rapier, so I opted to buy 4 daggers instead.
| Toyama Reiko |
Does that make Abraham Bosley? ;)
| Asaguchi Reifuyu |
Please let me know if I ever over play the Impulsive hinderence, I don't want it to trample anyone's fun.
| mikeawmids |
Notice: 1d8 + 2 ⇒ (4) + 2 = 6
Wild: 1d6 + 2 ⇒ (6) + 2 = 8
Ace: 1d6 ⇒ 4
Total 12 That's two raises I think
I may have misinterpreted the math, but that looks like;
Notice 1d8 + 2 = 4 (suggesting 2 + 2 = 4) + 2 again = 6
Wild 1d6 + 2 = 6 (suggesting 4 + 2 = 6) + 2 again = 8
It kinda looks like you rolled a 2 on the d8 and a 4 on the d6. Apologies if I have messed that up, it's my first time running PBP in an age.
| Toyama Reiko |
Er, I am Brainiac's alias. :)
| mikeawmids |
Thanks! Merry Christmas / Happy Holidays to everyone here!
I know posting frequency will dip during the festive season, looking forward to things picking up again in the new year.
Quick reminder of (some of) your options;
1: door on the other side of the hall.
2: dining room at the end of the hall.
3: stairs to second floor (where some of you have heard a strange noise).
| Toyama Reiko |
So, will we be continuing on soon?
| Asaguchi Reifuyu |
Ready
| Toyama Reiko |
Because inactive games cause me anxiety, I will be hiding this from my active game list. If this starts up again, could somebody please send me a PM? Thanks. :)