Control Edwin's Espionage Game


Recruitment


This is a recruitment for a Espionage game based during the Liberation Era in South America:

Here is what I have been working on for SWADE:

⚔️ Savage Worlds: Wars of Liberation

“Liberty is the dream. You are its shadow.”

1. Setting Premise

South America, 1810–1830 — the continent is on fire.
Old empires crumble, new republics rise, and secret wars are fought in taverns, churches, and mountain passes.

Players are Agents of the Cause — spies, soldiers, priests, freed slaves, sailors, and adventurers working for (or against) independence movements led by Bolívar, San Martín, O’Higgins, Artigas, or foreign interests like Britain or France.

Tone: Swashbuckling grit meets spycraft and revolution — “Sharpe” meets “The Liberator,” with a hint of “Assassin’s Creed: Liberation.”

⚙️ 2. Core Rules Adjustments (SWADE-Compatible)

SWADE doesn’t need heavy overhauls; it just needs period flavor and a few new mechanics for Espionage and Ideals.

✴️ New Derived Trait: Faith

Reflects belief in your cause or moral conviction.

Start at d4 unless you have the True Believer Edge (see below).

Can be rolled for rallying speeches, resisting interrogation, or invoking moral authority.

When your Faith is broken (through betrayal, doubt, or failure), you lose a Benny and roll on the Disillusion Table (see below).

✴️ Optional Rule: Reputation

Like Streetwise, but measures fame or infamy.
Use for recognition rolls, crowd influence, or smuggling favors.

3. Archetypes / Sample Roles
Archetype Description Typical Edges
Revolutionary Spy Double agent spreading propaganda and intel. Investigator, Streetwise, Connections
Guerrilla Fighter Skilled with ambushes and terrain. Woodsman, Marksman, Brave
Foreign Adventurer British, Irish, or American soldier of fortune. Command, Linguist, Charismatic
Patriot Officer Idealist turned soldier. Natural Leader, Tactician, Common Bond
Jesuit Scholar Priest, cryptographer, or confessor. Scholar, Faith (Miracles optional), Linguist
Freed Slave or Indigenous Scout Knows the land and its spirits. Woodsman, Danger Sense, Spirit Warrior (custom Edge)
4. Period Equipment
Weapon Range Damage RoF Notes
Flintlock Pistol 5/10/20 2d6+1 1 Reload 1 Action
Musket 12/24/48 2d8 1 Reload 2 Actions
Saber — Str+d6 — Parry +1
Dagger — Str+d4 — Concealable
Black Powder Bomb SBT 3d6 — Dangerous misfire on 1

Armor is rare — mostly leather or officer’s breastplates (Armor +1/+2).

5. New Skills / Specializations

Most standard SWADE skills apply. Add flavor options:

Spycraft (Smarts) — Covers infiltration, forgery, and codes.

Oratory (Spirit) — Public speeches, persuasion, or demagoguery.

Riding & Navigation — Essential for couriers and scouts.

Faith (Spirit) — As moral conviction, not necessarily divine miracles.

️ 6. New Edges & Hindrances
Edges

True Believer (Background)
You burn with conviction. Start with Faith d6. Once per session, you can spend a Benny to automatically succeed at a Spirit-based Persuasion or Faith roll to inspire allies.

Network of Sympathizers (Professional)
You maintain a secret network. Once per session, make a Smarts roll to obtain shelter, false papers, or local intel.

Guerrilla Commander (Leadership)
Allies under your command ignore up to 2 points of Unstable Platform or Difficult Terrain penalties when fighting in familiar terrain.

Polyglot (Background)
You can communicate in any three major languages (Spanish, Quechua, Portuguese, English, French, or Guarani).

Faithful to the Cause (Combat Edge)
If you spend a Benny to Soak damage, you also regain +1 Faith (max d12).

Hindrances

Haunted by War (Major) — Roll Spirit each time you kill a helpless foe or innocent; failure imposes –1 to all Trait rolls for a day.

Divided Loyalty (Minor/Major) — You serve two causes, or a personal tie (family, love, faith) conflicts with your orders.

Enemy of the Crown (Minor/Major) — Spanish or Portuguese intelligence is actively hunting you.

Fanatic (Major) — You will not question your orders or cause, even when immoral.

️ 7. Disillusion Table (when Faith is Broken)
d6 Effect
1 Desertion — you flee the field or go missing for a time.
2 Guilt — take –1 to Spirit rolls until you redeem yourself.
3 Drink or Vice — suffer –2 to Notice for a day.
4 Confession — you reveal a secret under duress.
5 Revenge — target an ally who “failed” the cause.
6 Rebirth — regain Faith, but with a new ideology or faction.
⚔️ 8. Campaign Frameworks
Style Description Notes
Revolutionary Espionage Spies and couriers serving Bolívar or San Martín. Cold-war tone in a warm climate.
The Hidden War Guerrillas fighting across jungles and mountains. Tactical, survival-driven.
Courts & Conspiracies Nobles, clergy, and foreign diplomats in Lima or Buenos Aires. Focus on intrigue and double agents.
The Continental Army Soldiers of liberty marching from the Andes to the coast. Military epic meets personal drama.
9. Adventure Hooks

“The Viceroy’s Code” — Decode a captured royalist cipher before the fleet reaches Callao.

“The Priest’s Confession” — A Jesuit confessor knows the location of a hidden armory — but revealing it breaks his vows.

“The British Envoy” — Escort a foreign diplomat across the Andes without revealing that one of you is a traitor.

“Songs of Liberty” — A folk ballad spreads revolution; the Inquisition seeks its author.

“The Shadow of Bolívar” — Someone assassinates a patriot in the Liberator’s name — was it sanctioned?

️ 10. Optional Subsystems
Espionage Clocks

Use SWADE’s Dramatic Task system for spy ops:

5 tokens = success.

Each roll represents a phase: infiltration, deception, escape.

Failures add “Alert” tokens; at 3 Alerts, guards close in.

Guerrilla Warfare as Mass Battle

Use SWADE’s Mass Battle rules but add terrain and morale modifiers:

+1 if fighting on home ground.

–1 if facing superior artillery.

Each round, characters may perform Heroic Actions (blow a bridge, capture a banner, sabotage powder).

11. Tone & Themes

“The ink of independence is blood and smoke.”

Themes:

Faith versus Pragmatism

Betrayal among revolutionaries

The birth of nations through shadow deeds

Liberty as both a dream and a weapon

Mood:

Romantic Patriotism, Candlelit Intrigue, Powder Smoke and Thunder.

️ 12. Setting Quick Reference
Faction Description
Bolívar’s Northern Army Visionary, ruthless; seeks unity through strength.
San Martín’s Andean Corps Stoic, idealistic, focused on Peru’s liberation.
Royalist Forces Loyal to Spain or Portugal; disciplined, fading empire.
Foreign Agents British, American, or French spies shaping outcomes.
Church & Inquisition Power brokers torn between faith and freedom.

So I am looking for 4-6 revolutionaries(loyalists) to make their characters. What do you guys think?

Liberty's Edge

Sounds like an amazing game!! I am interested in playing a character that is a cross between Hawkeye from "Last of the Mohicans" and Zorro. Not too sure how much information you want right now...but am ready to start :-)

Liberty's Edge

This sounds very interesting, thought i don't know anything about the system. I'm not sure if I have time to learn the system, but you can mark me as interested anyways.


Sounds great. You can pick where in South America the campaign starts.

Liberty's Edge

Well I think a smaller city somewhere on the coast would work. Santiago Valverde (my character), as a trader, would be located in such a place, but travels into the interior to gather and drop off cargo.


I guess it depends. You could start at Buenaventura, New Grenada as local patriot and then really get involved with Bolivar or start in Cartagena. Or somewhere in Montevideo or another city.


1 person marked this as a favorite.

OO this sounds fun.

Liberty's Edge

Ok, here is my first shot at a character..let me know what you think.

Santiago Valverde:

Novice Male Human
Background
Santiago Valverde was born to a Spanish nobleman and a Quechua healer. Raised between two worlds—European aristocracy and indigenous tradition—he developed a unique worldview that valued justice, honor, and freedom. His father, a former officer in the Spanish army, taught him fencing, horsemanship, and military strategy. His mother, meanwhile, instilled in him a deep respect for nature, teaching him tracking, herbal medicine, and the ways of the forest.

When the independence movements began sweeping across South America in the early 19th century, Santiago was torn between loyalty to his father’s heritage and the suffering of his mother’s people under colonial rule. After witnessing the brutal suppression of a local uprising, he chose to fight for liberation.

Description
Height: Approximately 6 feet (183 cm)

Build: Lean and athletic, with a wiry strength honed by years of climbing, riding, and combat. His physique reflects both agility and endurance rather than brute force.

Skin Tone: Sun-bronzed with a warm olive undertone, reflecting his mixed Spanish and Quechua heritage and years spent under the harsh South American sun.

Hair: Thick, raven-black hair, often tied back in a loose tail or tucked under his wide-brimmed black hat. In battle, he wears a hood or mask that leaves only his intense eyes visible.

Eyes: Piercing hazel eyes with flecks of gold, sharp and observant—always scanning the horizon. His gaze is calm but commanding, capable of unnerving even seasoned soldiers.

Facial Features: High cheekbones, a strong jawline, and a straight nose. He often sports a neatly trimmed goatee or stubble, adding to his mysterious and roguish charm.

Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills: Academics d4, Athletics d4, Battle d4, Common Knowledge d4, Faith d4, Fighting d6, Healing d4, Language (English) d6, Language (Portuguese) d6, Language (Quechua) d6, Language (Spanish) d8, Notice d4, Persuasion d4, Riding d4, Shooting d6, Stealth d4, Survival d8+2
Pace: 6; Parry: 6; Toughness: 5
Hindrances: Code of Honor, Enemy (major, Spain), Secret (major, Alter Ego - A Freedom Fighter)
Edges: Linguist, Woodsman
Weapons: Unarmed (Range Melee, Damage Str), Compound Bow (Range 12/24/48, Damage Str+d6, ROF 1, AP 1), 4x Knives/Daggers (Range Melee, Damage Str+d4), 2x Flintlock Pistols (Range 5/10/20, Damage 2d6+1, ROF 1), Rapier (Range Melee, Damage Str+d4, +1 Parry)
Gear: Horse
Languages: Quechua (d6), Portuguese (d6), English (d6), Spanish (native, d8)
Current Wealth: $450
Special Abilities
Languages Known: Quechua (d6), Portuguese (d6), English (d6), Spanish (native, d8)


looks good, can we get two or three more?


I expressed interest in your Interest post. I still want to play in this game, but a health emergency with my father is taking the majority of my time.

I have the Explorer's Edition of Savage Worlds, but found a pdf on the publisher's website explaining the differences. I think I'll be able to create a functioning character, with help from the savaged.us website.

I'll post a character when I can.


Ok, cool.


I love SW! I'm very interested. Couple of questions :

What's the role of Faith in-game? Is it the strength of our own personal moral code, or is there some kind of shared belief system in the world? Under what kinds of circumstances would we be rolling it?

I saw you mention Miracles in your post - are other Arcane Backgrounds permitted? Perhaps Weird Science?

What would you say are "gotta have" skills for every PC in this setting (besides the obvious Fighting and Shooting)? Notice, Stealth, Survival, Spycraft, Faith? Others?

Just BTW, for in-game realism the reload time on a flintlock should be at least 2. But I'll go with whatever you decide. Also, technically, the "musket" (the firearm) also uses a flintlock (the firing mechanism), and so the pistol should have the same reload time as the musket.


I am trying to go for a thrilling spy game. Faith could be religious or in the cause. I would probably allow a pistol reload to be a bit quicker than a full length musket and then rifled flintlock would be a little longer.

Spycraft, Stealth, notice. Survival can help, persuasion.

But other skills can also be helpful.


Thanks for the feedback! Are any Arcane Backgrounds available?

So functionally, Faith sounds a lot like Persuasion. Can you give an example of how they're different or would be used differently?


Ok, I have made some:

⚔️ 1. Arcane Background (Revolutionary Fervor)

“Liberty is no less divine than the Gospel.”

Power Source:
The power of will and belief — a psychic flame kindled by the ideals of liberation. These “Liberadores” channel the collective will of the oppressed into supernatural courage and inspiration.

Arcane Skill: Inspire (Spirit)

Starting Powers (3 PP):

Boost/Lower Trait (for Charisma, Vigor, or Spirit)

Deflection

Smite

Edges: Charismatic, Brave, or Common Bond (choose one).

Backlash:
On a roll of 1 on the Arcane die, the flame turns inward: you suffer one level of Fatigue from spiritual exhaustion and guilt (recover with a successful Spirit roll after a short rest).

Roleplay Hook:
You might have once been a priest, soldier, or scholar — now you speak of liberty as holy truth. People rally to you… or fear you as a fanatic.

2. Arcane Background (Curandero)

“La tierra misma guarda secretos.”

Power Source:
Ancient herbal and spiritual knowledge preserved by indigenous healers and syncretic folk medicine. Curanderos channel the life-force of the land, ancestors, and saints.

Arcane Skill: Healing (Faith or Survival, player’s choice)

Starting Powers (5 PP):

Healing

Environmental Protection

Beast Friend or Detect/Conceal Arcana

Backlash:
When healing wounds not of the land (foreigners, industrial damage, war machinery), you suffer 1 Wound unless you pass a Vigor roll — the land resists what is alien.

Roleplay Hook:
You may wander with Bolívar’s army, tending both men and beasts. Some call you saint; others whisper “brujo.”

3. Arcane Background (Orisha Channeler)

“Freedom rides with the thunder of Shango.”

Power Source:
Afro-descendant slaves and freedmen carried their deities from Africa, merging them with Catholic saints. When the struggle for freedom came, the Orishas answered.

Arcane Skill: Invocation (Spirit)

Starting Powers (10 PP):
Choose an Orisha Patron, each granting a different power:

Shango (Thunder & Justice): Bolt, Smite

Oshun (Rivers & Beauty): Healing, Boost Trait

Ogun (Iron & War): Armor, Protection

Elegba (Roads & Fate): Quickness, Confusion

Backlash:
If you act against your Orisha’s domain or moral code (e.g., cowardice for Ogun, vanity for Shango), your powers falter for 24 hours.

Roleplay Hook:
Your prayers mix Yoruba chants and Catholic Ave Marias. To the colonials, you’re heretic; to your people, you’re a conduit of hope.

4. Arcane Background (Brujería de la Sierra)

“The mountains remember their gods.”

Power Source:
Pre-Columbian spirits — mountain guardians, serpents, and condor spirits — are awakening as wars disturb ancient lands. Brujos of the highlands call upon them through forbidden rites.

Arcane Skill: Pact (Smarts)

Starting Powers (10 PP):

Elemental Manipulation (Earth/Wind only)

Fear

Divination

Backlash:
On a natural 1 on the Arcane die, the spirit claims a price: a ghostly mark, a temporary Madness, or one lost Benny until atonement.

Roleplay Hook:
You are both feared and sought by generals. The people say condors follow you because the mountains know your name.

️ 5. Arcane Background (Prophet of the Republic)

“The new world must be born in blood and dream.”

Power Source:
A visionary mysticism combining Enlightenment philosophy, messianic Christianity, and apocalyptic fervor. These prophets claim visions of the Republic to come, and their words twist fate itself.

Arcane Skill: Revelation (Smarts)

Starting Powers (10 PP):

Divination

Dispel

Mind Reading or Confusion

Backlash:
Visions overwhelm the mind — each Backlash triggers a Smarts roll or Fatigue, and you are haunted by vivid hallucinations of victory or ruin.

Roleplay Hook:
You might wander battlefields proclaiming Bolívar’s triumphs before they happen… or see his downfall long before the cannons do.

6. Arcane Background (Guerrilla of Shadows)

“Patience, like the jungle, kills quietly.”

Power Source:
Guerrillas who vanish into the forest and reappear in ghostlike ambushes are whispered to have struck a pact with spirits of vengeance — the restless dead of the land itself.

Arcane Skill: Stealthcraft (Agility)

Starting Powers (10 PP):

Invisibility (limited — in dim light or forest only)

Beast Friend (Jungle)

Slumber

Backlash:
Each Backlash stirs the dead — nearby corpses may rise briefly as hostile spectral forms under the GM’s control.

Roleplay Hook:
You are the fear that haunts royalist camps. You fight not for Bolívar, but for the dead your people cannot forget.

Also: Here are some for those of you who might be interested in playing a double or working for the crown:

⚜️ 1. Arcane Background (Inquisitor of the Crown)

"Where the flame of rebellion burns, the smoke of heresy follows."

Power Source:
A blend of Catholic exorcism, legal authority, and sorcerous rites sanctioned by the Holy Office. They see rebellion as spiritual contagion — to be purged by prayer, pain, and purified fire.

Arcane Skill: Inquisition (Spirit)

Starting Powers (10 PP):

Dispel

Fear

Smite

Edges: Command, Strong Willed.

Backlash:
Each time you fail an Arcane roll, your faith falters — take 1 Fatigue (Fear) as guilt and doubt gnaw at your conscience.

Setting Mechanics:

Gain +2 vs. supernatural creatures branded “heretical” (undead, pagan spirits, Orisha manifestations).

Suffer -1 to Charisma with commoners and patriots — your zeal terrifies more than it inspires.

Each captured Arcane rebel may be “purified” via ritual; succeed on Inquisition to break their Arcane bond for 24 hours (GM discretion).

Roleplay Hook:
You believe rebellion is not politics — it’s sin. And you burn sin.

⚖️ 2. Arcane Background (Missionary Thaumaturge)

"Faith is the science of salvation."

Power Source:
A learned priest or Jesuit scientist blending theology, alchemy, and natural philosophy. Sees miracles as part of God’s lawful design — proof of divine order.

Arcane Skill: Theurgy (Smarts)

Starting Powers (10 PP):

Healing

Dispel

Elemental Manipulation (Light or Fire)

Edges: Scholar, Healer.

Backlash:
If you harm the innocent or act in hatred, your miracles fail — your PP are halved until confession or penance.

Setting Mechanics:

Can sanctify ground with holy water and Latin invocations: +1 Toughness vs. undead/pagan powers for allies within 6”.

Converts or healed enemies must make a Spirit roll; on failure, they adopt your Faith temporarily (GM use).

When near liberated territory, your powers weaken: -1 to Arcane rolls — “heresy pollutes the ether.”

Roleplay Hook:
You may love your enemies and still hunt them. You pray for rebels even as you deliver them to the gallows.

⚔️ 3. Arcane Background (Caballero Hermético)

"In service of His Majesty, I command the four elements."

Power Source:
Noble-born officers trained in hermetic traditions imported from Spain — fusing Rosicrucian alchemy and Enlightenment occultism. Loyal to the throne, they wield ordered magic to preserve imperial stability.

Arcane Skill: Hermetica (Smarts)

Starting Powers (10 PP):

Bolt

Armor

Protection

Edges: Noble, Rich, Command.

Backlash:
A natural 1 on your Arcane die triggers elemental backlash — one random elemental effect (fire flash, lightning arc, shockwave) affects all in a Small Burst Template (including you).

Setting Mechanics:

Gain +1 to rolls when defending established hierarchy (royal troops, Church, governors).

-2 to Arcane rolls when aiding revolutionaries or commoners directly.

Once per adventure, you may invoke Imperial Seal: reroll any failed Arcane roll at the cost of 1 Fatigue — you literally “sign” the world with royal authority.

Roleplay Hook:
Your honor is bound to the throne; yet each act of violence chips away at your belief that order and justice are the same thing.

4. Arcane Background (Conquistador Revenant)

"The Empire never dies — we are its memory."

Power Source:
A dark pact with the ghosts of the original conquistadors who conquered the New World. The revenant knights rise again, bound by duty to protect the empire’s legacy, even in undeath.

Arcane Skill: Oathbinding (Spirit)

Starting Powers (10 PP):

Armor

Fear

Zombie (summoning spectral conquistadors)

Edges: Brave, Nerves of Steel.

Backlash:
Each failure costs you 1 Sanity as the ghost voices of Cortés and Pizarro whisper for blood. At 0 Sanity, you become one of them — NPC.

Setting Mechanics:

You can call upon the ghosts of dead Spaniards as ephemeral soldiers (treated as Extras).

On consecrated ground, you gain +2 Toughness; on sites of indigenous massacres, +2 Power Points.

Any Curandero or Brujo who sees you must roll Fear or risk paralysis — you’re a living nightmare of the old conquest.

Roleplay Hook:
You remember the first conquest. You’ll see the second through — no matter how much blood it takes.

5. Arcane Background (Royal Cartographer)

"Lines on a map define the will of kings."

Power Source:
Geomantic magi of the colonial bureaucracy — bureaucrats who discovered how sacred geometry and territorial law intertwine. Their maps can alter fate, drawing reality as decree.

Arcane Skill: Geomancy (Smarts)

Starting Powers (10 PP):

Barrier

Illusion

Teleport (only along mapped routes)

Edges: Scholar, Alertness.

Backlash:
When your magic misfires, reality “bleeds” — landscapes twist or collapse (GM may shift terrain or confuse allies).

Setting Mechanics:

Within any region still claimed by the Crown, you gain +2 to Arcane rolls. In rebel territory, -2.

By spending 2 PP and 10 minutes sketching, you may create a Ward Map: all allies gain +1 Parry when fighting inside the mapped area (lasts 1 hour).

Destroying your map while you’re within its boundaries deals 2d6 damage and causes disorientation (Vigor roll or Stunned).

Roleplay Hook:
You believe borders are sacred geometry — and rebels are nothing more than ink out of place.

6. Arcane Background (Choir of the Blessed Crown)

"Harmony is divine — discord is rebellion."

Power Source:
Trained in monasteries, these clerics and castrati channel divine harmony through song. Their choral magic commands emotion, restores morale, or suppresses rebellion through ecstatic sound.

Arcane Skill: Cantus (Spirit)

Starting Powers (10 PP):

Boost/Lower Trait

Confusion

Greater Healing

Edges: Charismatic, Command.

Backlash:
Each Backlash causes bleeding from the mouth and throat — take 1 Wound that can’t be healed magically until you rest and remain silent for a day.

Setting Mechanics:

Allies within hearing range gain +1 to Spirit rolls.

Enemies who fail Spirit vs. your Cantus roll are either Shaken or Calmed, depending on intent.

You gain +2 to Performance rolls in cathedrals or sanctified places.

Roleplay Hook:
Your voice is a weapon in the service of divine order — but what happens when you hear a new song of liberty rising from the crowd?


Wow - thanks for all that! It'll take me some time to get thru it. Any chance I could pick a different Power as long as its thematically linked to the specific AB, with your ok?

In the meantime, Faith sounds a lot like Persuasion. Can you give some examples of how they're different or would be used differently?

Faith is obviously a die, so what is meant by "you also regain +1 Faith" in the Faithful to the Cause Edge? Does "+1" mean "increase by a die type"? If so, someone with that Edge will soon have their Faith built up to d12 - or can it only be built up to your PC's starting die value?

Under what circumstances can your Faith be "broken"? I know you said "through betrayal, doubt, or failure", but how traumatic does it have to be? I assume failing a single roll during combat would not count as a failure?

Mechanically, would your Faith die be a "d0" when it's broken, or does it just drop a die type? How would you go about building it back up to the original build value? Or does the die type not change at all, you just roll on the Disillusion Table, take what happens, and move on?


I think faith can be a roll for persuasion or luck kind of.


Ok, but it sounds like you need some detailed rules about when the Faith die value can drop (perhaps from being broken), and how the Faithful to the Cause Edge raises it back up again. If in fact the die value can change at all.

BTW, at one point you say Faith is a derived Trait, and starts at d4 (with no apparent way to increase it beyond taking an Edge). Later, you call it a Skill linked to Spirit, which if it's a regular skill, we could put as many points into it as we like. Which is it?

Sorry for all these questions, just trying to understand your setting...


Sorry, but I've noticed that the AB templates you've done vary widely in overall power, from :

3 Powers (1 strongly limited), 3 PP - can only cast one spell every hour at best!
3 Powers, 5 PP
2 Powers, 10 PP
3 Powers, 10 PP
3 Powers, 10 PP
3 Powers, 10 PP

The SW AB templates are mostly 3 Powers, 10 PP.

These templates feel more like "classes", and you seem to have selectively nerfed some of them.

Can I just pick from the Psionics, Magic, or Miracles ABs, with any 3 Powers and 10 PP as usual, as long as I make it thematically consistent?


Here's my first attempt :

MyPC:

Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d6

Athletics d4, AB/Faith d8, Fighting d8, Knowledge (Common) d4, Notice d6, Persuasion d4, Spycraft d6, Stealth d6, Survival d4, Thievery d6

Derived : Pace 6, Parry 6, Toughness 5

Faith d4

Hindrances : Driven (Major), Heroic (Major)
Edges : AB/Miracles, Martial Artist

10 PP
Powers : Boost/Lower Trait, Healing, Entangle

These are just the stats, I'll come up with a backstory once everything's settled. Notice that I went with your first description of Faith, as a non-Skill die value.

I'm envisioning someone who's good at espionage (Spycraft, Thievery), and who uses her "divine" (in her mind) gifts to help others accomplish their goals. She can also hold her own in combat (Martial Artist).


Looks good. Give a good backstory, I can probably start the game with two although three would be better.


The existence of this game has been announced in every SW game I'm in or run (about 7 games in all). There's a good core of SW players on Paizo, but they're all pretty much at their number-of-games maximum right now.


Daniel Stewart - I gave your PC a quick glance, and saw that you took two Edges. Are you aware that in standard SW you get a free Edge just for being human? I noticed that you didn't put any Hindrance Points into your Attributes, but I can't tell easily if you put any Hindrance Points into your Skills. If you didn't, then you have 2 extra Hindrance Points to spend on an Attribute, Skills, or an Edge.


Hmm, what are my KSPs (Key Selling Points) I stick to games for a long time. I am generally creative with my GM style. It should be fun.

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