Difference between revisions of "House Rules ToA"

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(Created page with "OOC<br/> See also: Chain; Getting Started; Limits of Magic; Paradigm; Swift; Walker Combat; Wheels Everything on this page is a work-in-progress....")
 
(Minimum Advances (Floor))
 
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OOC<br/>
 
OOC<br/>
See also: [[Chain]]; [[Getting Started]]; [[Limits of Magic]]; [[Paradigm]]; [[Swift]]; [[Walker Combat]]; [[Wheels]]
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See also: [[Chain]]; [[Launch Sequence ToA]]; [[Limits of Magic]]; [[Montage Task]]; [[Paradigm]]; [[Recenter]]; [[Swift]]; [[Water Rules]]; [[Wheels]]
  
  
Everything on this page is a work-in-progress. I expect to edit over time, as I learn how best to use the Savage Worlds system with my Edgewar setting and stories.
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Please confer with Cinero on a character concept and basic backstory before finalizing creation (e.g., Attributes, Skills, Edges, etc.).
  
Please confer with the GM and the team leader on a character concept before starting creation. They can explain which certs and specialties are available/needed (see below).
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== Advancement ==
 +
 
 +
You are responsible for your Advances. Cinero can help.
 +
 
 +
* After each session, you earn 1 Advance, until your reach 4 Advances (Seasoned).
 +
* Henceforth, you earn one Advance after every 3 sessions.
 +
 
 +
=== Minimum Advances (Floor) ===
 +
 
 +
In the spirit of fairness, there is a "floor" of minimum Advances for all characters. This includes starting characters. The floor for this campaign is 6 less than the Advances of the most experienced character. If your character is below the floor, then you automatically receive Advances until you reach the floor. (You continue earning Advances based on sessions. The floor doesn't reset that.)
 +
 
 +
The current floor is '''13 Advances.''' This is in addition to the 2 Hindrance points you receive during character creation, for free.
 +
 
 +
(This floor is a recommended rule for West Marches games.)
 +
 
 +
=== Add a New Arcane Background, Gain the Skill ===
 +
 
 +
After character creation, if you use an Advance to add a new Arcane Background, you get the matching skill at d4 for free.
 +
 
 +
== Bans ==
 +
 
 +
=== Hindrances, Banned ===
 +
 
 +
* Death Wish
 +
* Doubting Thomas
 +
* Pacifist (Major)
 +
* Poverty
 +
* Yellow
 +
* Wanted
 +
 
 +
=== Misc, Banned ===
 +
 
 +
* Survival Knife: functions as described but does not give Survival +1. (This is too big a bonus for what is described.)
 +
 
 +
=== Skills, Banned ===
 +
 
 +
* Research (We use more specific skills instead.)
  
 
== Books ==
 
== Books ==
  
If anything is in this list of books, then you don't need the GM's permission to use it:
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Cinero has PDFs he can loan.
 +
 
 +
=== Pre-Approved ===
 +
 
 +
If anything is in this list of books, then you don't need Cinero's permission to use it (except Gear):
  
 
* ''[https://peginc.com/product/savage-worlds-adventure-edition-core-rules-pdf-swade/ Savage Worlds Core Rules]'' (Adventure Edition)
 
* ''[https://peginc.com/product/savage-worlds-adventure-edition-core-rules-pdf-swade/ Savage Worlds Core Rules]'' (Adventure Edition)
 
* ''[https://peginc.com/product/fantasy-companion-swade/ Fantasy Companion]'' (Adventure Edition)
 
* ''[https://peginc.com/product/fantasy-companion-swade/ Fantasy Companion]'' (Adventure Edition)
 
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* ''[https://peginc.com/product/science-fiction-companion-swade/ Science Fiction Companion]'' (Adventure Edition)
We also use some parts of ''[https://www.drivethrurpg.com/product/334278/Sprawlrunners Sprawlrunners]'', especially ''Arcane Background: Shaman'' and totems. Talk with the GM about using anything from ''Sprawlrunners''.
 
  
 
=== Core Rules vs. Fantasy Companion ===
 
=== Core Rules vs. Fantasy Companion ===
  
 
* We use the Wizard edge. (Disregard the sidebar in the ''Fantasy Companion'', p. 35.)
 
* We use the Wizard edge. (Disregard the sidebar in the ''Fantasy Companion'', p. 35.)
* Powers: When in doubt, use the ''Fantasy Companion'' versions.
+
* Powers: When in doubt, use the version in the ''Fantasy Companion'' or ''Science Fiction Companion''. (The code in Fantasy Grounds is sometimes better.)
* We use the Arcane Backgrounds in the ''Core Rules''. However, the Arcane Backgrounds in the ''Fantasy Companion'' offer promising edges and powers, and thematic lists of powers and hindrances.
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* We use the Arcane Backgrounds in the ''Core Rules'', the ''Fantasy Companion'', and the ''Science Fiction Companion.''
  
 
== Character Creation ==
 
== Character Creation ==
  
You will create a character in Savaged.us (which is like DnD Beyond for Savage Worlds).  Then Cinero will import that character in Fantasy Grounds.
+
See also: [[#Bans]] (above)
  
=== Pre-Work ===
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=== Retroactive Changes ===
  
Savaged.us
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Anytime before your fourth session, you have the option to make changes to your character. This house rule is intended to reduce anxiety during character creation (e.g., you don't have to make the "perfect" choices upfront) and to improve team synergy (e.g., by making changes to better fit what the team needs after meeting the team).
  
# Create a free account at: https://savaged.us/
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=== Pre-Work ===
# Join Cinero's campaign (ask him for the link)
 
# Create a character following the "Creation Steps" below.
 
  
 
Fantasy Grounds
 
Fantasy Grounds
  
# Create a free account at https://www.fantasygrounds.com/home/home.php
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# Create an account at https://www.fantasygrounds.com/home/home.php
# Download and install the Free Demo version (Cinero owns the Ultimate Version, which unlocks all the features for all players).
+
# Download and install the app (Fantasy Grounds is now free for all players).
  
 
=== Creation Steps ===
 
=== Creation Steps ===
  
# Confer with the GM and team leader to choose a concept, especially certs and specialty.
+
# Confer with the GM on a concept and basic backstory.
# Choose race (AKA "species").
+
## All PCs are [[Unbound]] but your Unbound awakening can happen in the first 1-3 sessions.
# Choose Hindrances
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## Review [[Player_Tips#Character_Concept_Tips|Character Concept Tips]].
## You must take the [[Marshals Code]] hindrance.  This is in addition to normal "up to four points" of hindrances.
+
# Choose race (see "Species" below).
 +
# Choose Hindrances.
 +
# You receive 2 Hindrance points to spend, for free.
 
# Buy attribute increases.  Remember that human average is d6.
 
# Buy attribute increases.  Remember that human average is d6.
## Among Agility, Strength, and Vigor, only one can be d4.
 
 
# Buy skills.
 
# Buy skills.
## You must buy: Fighting d4, Shooting d4, Stealth d6, Survival d4.
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## We use the "More Skill Points" setting rule (15 points).
 +
## Homebrew skills include ''Governing'' and/or ''Nature'' (see [[#Skills|Skills]] below).
 +
## ''Research'' is banned. (We use more specific skills instead.)
 
# Buy Edges
 
# Buy Edges
# Add basic gear
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# Buy Gear.
## Recommended: Long arm, sidearm, melee weapon
+
## You start with the [[Xeno Explorer Standard Kit]].
## Recommended: Marshals Medium Armor (minimum Strength: d6)
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## You also start with $500.
# Savaged will automatically calculate Pace, Parry, and Toughness.
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## You can sell back the default armor and/or weapons.
# Confer with the GM on gear. You probably have [[Republic Marshals Standard Kit]].
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## You can buy anything non-magical in the pre-approved [[#Books|Books]]
 +
## For anything else, confer with the GM.
 +
# Fantasy Grounds will automatically calculate Pace, Parry, and Toughness.
 +
# Write your [[#Flair.2C_Groove.2C_and_Source|Flair, Groove, and Source]].
 +
# Choose one skill to be your [[#Groove_Bonus|Groove Bonus]].
 +
# Choose a poker card to be your Unbound Card.
 +
# Finalize your initial character, then apply advances based on [[#Minimum_Advances_.28Floor.29|the current floor]].
  
 
=== Fantasy Grounds ===
 
=== Fantasy Grounds ===
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'''Portrait'''
 
'''Portrait'''
  
Give this Cinero in Discord. He can edit it. (FYI: the Fantasy Grounds portrait size is 63x63.)
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Give this to Cinero in Discord. He can edit it.
  
 
''' After Cinero imports your character into Fantasy Grounds'''
 
''' After Cinero imports your character into Fantasy Grounds'''
  
# Cinero adds your Professional specialty (+1 to one skill)
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# Cinero adds your Groove Bonus (+1 to one Skill)
# Cinero adds the Swift Form
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# Cinero adds the [[Swift]] Form as a power:
 
## Strength = Spirit
 
## Strength = Spirit
 
## Agility = Smarts
 
## Agility = Smarts
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## Highest Attribute -1d
 
## Highest Attribute -1d
  
== Advancement ==
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== Crafting Magic Items ==
  
You earn one Advance after your first session. Then you earn one Advance after every four sessions (even if you are absent).
+
You can craft permanent magic items via the rules in the ''Fantasy Companion'' (p. 169) with the following modifications:
  
== Species (Races) ==
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* Confer with the GM on your workspace and materials
 +
* Use your arcane skill, instead of Occult
 +
* Use the "Craft Magic Item" [[Wheels#Standard_Wheels|wheel]]
 +
* (optional) You can regain Power Points via the "Infuse 1 Power Point" [[Wheels#Standard_Wheels|wheel]]
  
When possible, we say "species" instead of "race."
+
== Development Level ==
  
You can use a Race from the ''Core Rules'' or ''Fantasy Companion'' as written. You can work with the GM to modify a Race (especially any culture-based abilities).
+
Regarding Gear, Dev I and Dev II items are available in many contemporary cities (e.g., [[Sigil]]). PCs can develop prototypes of specific Dev III items (GM's choice). See [[Wheels]]. ''See Science Fiction Companion'' p. 31.
 
 
=== Dragonfolk, Celestial Circle (Silver) ===
 
 
 
This new species is based on Dragonfolk (''Fantasy Companion'' p. 12).
 
 
 
* Armor
 
* Bite/Claws
 
* Breath Weapon
 
* <s>Cold-Blooded</s> Warm-Blooding: Subtract 1 from Agility, Strength, and Vigor rolls after spending more than ten minutes in temperatures above 90 degree Farenheit.
 
* Environmental Resistance (<s>Heat</s>Cold): Receive a +4 bonus to resist cold or cold-based effects and reduce damage from such sources a like amount.
 
* Environmental Weakness (<s>Cold</s>Heat): Poorly suited to frigid conditions. Subtract 4 from rolls made to resist heat or fire-based effects and take +4 damage from such attacks.
 
* <s>Ill-Tempered</s>Loyal and Vow: Dragonfolk of this subculture are very loyal to their families, clans, and communities. They revere and obey the [[Wyrm Princes of the Celestial Circle]].
 
 
 
== Hindrances ==
 
 
 
The GM must approve a Hindrance. Over time, the GM will collate a list of Approved Hindrances.
 
 
 
=== Marshals Code ===
 
 
 
You must take this Hindrance:
 
 
 
'''Marshals Code (Major):''' You work full-time for the Marshals Service. You have been commissioned as a Marshal or been hired as a contractor. You must follow the Marshals Code.
 
 
 
See: [[Marshals Code]]
 
 
 
This hindrance is similar to both Code of Honor and Vow. However, it does not prevent you from taking either of them.
 
 
 
=== Banned Hindrances ===
 
 
 
* Can't Swim
 
* Doubting Thomas
 
* Pacifist (Major)
 
* Poverty
 
  
 
== Edges ==
 
== Edges ==
  
 
* We use the Wizard edge. (Disregard the sidebar in the ''Fantasy Companion'', p. 35.)
 
* We use the Wizard edge. (Disregard the sidebar in the ''Fantasy Companion'', p. 35.)
* We use the Arcane Backgrounds in the ''Core Rules''. However, the Arcane Backgrounds in the ''Fantasy Companion'' offer promising edges and powers, and thematic lists of powers and hindrances.
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* Healer edge applies to the Relief power.
 
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* Woodsman edge also gives +2 Nature.
=== Recommended Edges ===
 
 
 
Consider:
 
  
* Epic Mastery (''Fantasy Companion'', p. 36). Requirements: Veteran; Arcane Background (Any); arcane skill d6+
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=== New Edges ===
* Mystic Powers (''Fantasy Companion'', p. 37). Requirements: Seasoned; other Requirements based on package
 
  
=== Banned Edges ===
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* Cybernetics. REQUIREMENTS: Novice. A character has cybernetics with a total cost of $70K or less. If the character exceeds their Strain then they take the Cyberware Side Effect(s).
 +
* Mobile Shiltrom. REQUIREMENTS: Novice, Size 2, Fighting d6+, Notice d8+. For any person smaller in size than the character within 5", the character may spend a Benny once per round to place himself in the way of any attack (Fighting, Shooting or Throwing) against that target. All Fighting rolls are then made against his Parry, and he suffers the effect of any successful attacks. This can be done at any time, regardless of the bodyguard’s Initiative, and counts as a free action; any other actions must be taken on his own initiative card
 +
* Power Armor Owner. REQUIREMENTS: Novice. A character owns a suit of power armor. The suit must have a total cost of $100K or less, including any modifications (Negative Qualities can be chosen). The suit can be stock, stock with customization, or custom from scratch. The suit can be further customized, especially via Wheels.
 +
* Power Armor Upgrade. REQUIREMENTS: Power Armor Owner. A character can add 3 Modification points (“Mods”) to their power armor and spend those points on new Modifications. During this process, the character has the option to replace existing Modifications and/or spend points to remove Negative Qualities. If the character adds the Integrated Gear Modification, then they also add the gear they want (per Game Master’s permission). Upgrading may require adequate facilities and time (per Game Master's judgment). This Edge may be selected more than once, but only once per Rank.
 +
* Speed of the Summoned Pack. REQUIREMENTS: Veteran, any Summon power, that power's Arcane Skill d8+. A character and their summoned allies may act on the fastest card among them.
  
* Filthy Rich
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== Encumbrance ==
* Rich
 
  
== Unbound Check ==
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* Load limit per die: 40
 +
* Fantasy Grounds calculates this automatically.
  
Most PCs are [[Unbound]]. The GM may ask you to make an "Unbound Check" for various reasons. This is simply your highest Attribute.
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== Flair, Groove, and Source ==
  
== Skills Changes ==
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* Your Flair is your personal style, which could be an adventurer archetype that you lean into.
 +
* Your Groove is your distinct contribution to the team, which might be in exploration, combat, or social encounters.
 +
* Every Unbound pulls power from their [[Source]]. It's the origin and channel of your extraordinary abilities
 +
** Choose your Source from the following: Arcane, Divine, or Primal.
 +
** If you're unsure and you're not a spellcaster, then your Source is probably Primal. (You can revisit this later.)
  
* ''Hacking'' includes social engineering.
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=== Format ===
* ''Survival'' includes weather forecasting.
 
* We don't use ''Research.''
 
  
=== Magic Skills ===
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Your Flair, Groove, and Source must be one sentence, in this format:
  
SWADE uses the adjective "arcane" in a very broad sense, for everything from Miracles to Weird Science. When referring to the magic of ''Spellcasting'', we say it's "hermetic." This basically includes any approach that treats magic like science or engineering.
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I am a [adjective] [noun], and I will [1-5 word phrase] ["by"/"using"/"with"] [1-5 word phrase]. ([Source])
  
''Occult'' spans theoretical knowledge of all the arcane backgrounds and skills. Each arcane skill includes relevant theoretical knowledge and practical application.
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=== Examples ===
  
=== New Skills ===
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From fiction:
 
 
* ''Governing (Smarts):'' perceiving, understanding, and engaging in building and sustaining a community. This includes elections, leadership, policies, legislation, law enforcement, justice systems, and bureaucracy.
 
* ''Nature (Smarts):'' perceiving, understanding, and engaging with natural phenomena. This includes fauna, flora, ecosystems, and xenobiology. Nature overlaps with Academics (e.g., behaviorism), Science (e.g., biology), and Survival (e.g., biomes and weather).
 
 
 
=== Walker Skills ===
 
 
 
[[Walker]] crews need a variety of skills:
 
 
 
* ''Athletics'': moving quickly inside or outside a walker. See: [[Grip]]
 
* ''Battle'': indirect weapons (e.g., missiles)
 
* ''Boating'': steering and maintenance
 
* ''Nature'': sustaining hydroponics, exogardens, etc.
 
* ''Shooting'': direct weapons (e.g., lasers, Gauss cannons)
 
 
 
(There are few opportunities to use ''Boating'' with traditional watercraft because most of Sihblos is frozen.)
 
 
 
== Languages ==
 
 
 
We use the Multiple Languages setting rule (Core Rules, p. 140). You get the Linguist edge for free (Core Rules, p. 40) and ignore its usual requirements. You begin play knowing (half Smarts die) in different Languages at d6.
 
  
See [[Languages of Sihblos]] for options.
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* Spock (Star Trek): "I am a brilliant scientist, and I will find solutions using observation and cold logic." (Arcane)
 +
* Shepherd Book (Firefly): "I am a patient priest, and I will coax my crew towards valor using timely questions." (Divine)
 +
* Han Solo (Star Wars): "I am a cocky smuggler, and I will defy the odds using surprise." (Primal)
  
== Flair and Groove ==
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(In game terms, we never see these characters "activate Powers" but they definitely have "Edges.")
  
Your Flair is your personal style, which could be an adventurer archetype that you lean into. Your Groove is your distinct contribution to the team, which might be in exploration, combat, or social encounters.
+
=== Groove Bonus ===
  
An Unbound's Flair and Groove are closely tied to their [[Source]].
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You get a +1 bonus to one Skill of your choice. It should match your Groove. (The bonus always applies to the Skill, regardless of whether a specific roll is clearly part of your Groove.)
  
 
=== Earning Bennies ===
 
=== Earning Bennies ===
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You can earn a Benny by doing something that matches your Flair and/or fulfilling your Groove. As a player, speak up when you think you've earned a Benny. You can also speak up when you see others earning, too!
 
You can earn a Benny by doing something that matches your Flair and/or fulfilling your Groove. As a player, speak up when you think you've earned a Benny. You can also speak up when you see others earning, too!
  
=== Examples ===
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== Items, New ==
  
From fiction:
+
Many new items are scattered across the wiki under [[Category:Gear|"Gear"]]. Here are some notable items:
  
* Han Solo: "I am a cocky smuggler, and I will defy the odds by making bold moves in combat."
+
* [[Healing Potions]]
* Black Widow: "I am a sly super spy, and I will mislead and disorient our enemies using tricks."
 
* Spock: "I am a brilliant scientist, and I will find solutions using tireless, cold logic."
 
  
Past or present Edgewar PCs:
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=== Power Armor Modifications, New ===
  
* "I am a terrifying otherworldly presence, and I will get in our enemies' faces using Reckless Attack."
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* Arcane Compensator. Allowed: 1. Mods: 2. Availability: DEV II. The user can ignore the Armor Interference hindrance for arcane backgrounds.
* "I am a cunning gadgeteer, and I will maintain situational awareness using my custom gear."
 
* "I am a merciful optimist, and I will defend my comrades using my Protection fighting style."
 
* "I am a resourceful arcanist, and I will overcome obstacles using my utility spells."
 
  
== Marshal Spikes ==
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== Moving as a Team ==
  
Each marshal receives a pair of [[Marshal Spikes]], once they complete basic training. You can combine your spikes with a weapon (ranged or melee), to add +1 to Attack and +1d4 Damage.
+
During combat, two or more PCs may move as a team.
  
== Recruiting Standards ==
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* They move on one PC's turn. This does not need to be the first PC in initiative order.
 +
* They must start and end in adjacent spaces.
 +
* This must be their only movement this round.
 +
* The PCs' allies may move at the same time.
 +
* This doesn't prevent opponents from getting free attacks, per Withdrawing from Melee (Core Rules, p. 109). However, each opponent only gets one free attack on one member of the moving team.
  
The Marshals Service is particular about who they commission as marshals or hire as contractors. They look for:
+
== Power Points Without an Arcane Background ==
  
* Tenacity: You must have sufficient training and experience to hold your own in dangerous situations, especially combat. “There is no room for tourists on these jobs.”
+
If you don't have an arcane background but have earned power points:
* Certs: The Service issues a "cert" (or certification) when you have a desirable set of skills and edges. These certs align with the work that marshals do, both in and out of combat.
 
* Specialization: You must excel at a particular specialty. Your specialty is why you're in the squad, or at least a key reason.
 
* Combined Arms: A squad is stronger when the members have a variety of certs and specialties. The Service transfers personnel when there is too much redundancy in a squad.
 
  
=== Tenacity Requirements ===
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* You may spend 2 Power Points to gain 1 Benny.
 +
* You may spend 1 Power Point to gain +1 to one roll.
  
You must have:
+
== Setting Rules ==
  
* Basic physical fitness: among Agility, Strength, and Vigor, only one can be d4
+
=== Common Bond ===
* Combat versatility: Fighting d4 and Shooting d4, and comfortable fighting in melee and at range
 
* Basic survival training: Survival d4
 
* Basic covert ops training: Stealth d6
 
* Basic forensic investigation training: Research d4
 
  
=== Cert Requirements ===
+
We play as if all PCs have the Common Bond Edge (''Core Rules'' p. 50). (You don't need to add it to your character sheet.)
  
* When you complete the Required list for a cert, you automatically unlock that cert.
+
A character with this Edge may freely give her Bennies to any other character she can communicate with. The player should explain what form this takes, from a quick shout of encouragement to a welcome pat on the back.
** Some certs require the same skill. Choose one, based on how you use the skill.
 
** As part of unlocking a cert, there may be an IC testing experience (GM's choice).
 
* When you have raised all the Required skills for the cert at least one die, you automatically unlock a higher grade in the cert.
 
  
''Example (Choice):'' Crunch and Drake each raise their Fighting to d8. Crunch chooses to unlock the Tank cert, while Drake chooses to unlock the Striker cert.
+
=== Conviction ===
  
''Example (Grade):'' Bastion raises their Electronics to d8 and unlocks the Tech cert. Later, Bastion raises their Electronics to d10. Since Electronics is the only Required skill or edge, they unlock the Tech 2 cert.
+
We use Conviction (''Core Rules'' p. 136).
  
=== Specialty Requirement ===
+
Conviction can be spent to add a d6 to all a character's Trait and damage totals until the beginning of her next turn. ... A character can maintain Conviction from round to round by spending a Benny (at the start of his turn, before it runs out).
  
* Choose one skill as your specialty.
+
You automatically gain Conviction when your action card is your personal card. The GM may award Conviction in other ways. You can suggest gaining Conviction when you think it's appropriate.
** You must choose a specialty that no other PC already has.
 
** Recommended: choose from the Required list for one of your certs.
 
* You receive +1 to this skill.
 
** The limit for this skill is increased one step (e.g., d12 becomes d12+1). This can stack with a racial ability.
 
* When you Advance, you have the option to change your specialty to another eligible skill, if no other PC already has it.
 
  
=== Combined Arms Requirements ===
+
=== More Skill Points ===
  
When creating your PC:
+
We use More Skill Points (''Core Rules'' p. 140). The campaign setting in Savaged should do this automatically.
* You must unlock one cert that no other PC already has.
 
  
When creating your PC or later:
+
== Skills Changes ==
* You can't increase a skill if doing so would unlock a cert that two other PCs already have.
 
** Another PC's cert is the restriction, not their skill. The same skill can unlock different certs.
 
** Grade matters: if another PC has unlocked a higher grade, then you can unlock the lower grade.
 
* You must choose a specialty that no other PC already has.
 
  
=== Why We Use Certs and Specialties ===
+
* ''Hacking'' includes social engineering.
 +
* ''Repair'' is much broader than fixing things. We treat it more like engineering.
 +
* ''Survival'' includes weather forecasting.
  
* Certs help newer players orient to the Savage Worlds rules and the Edgewar setting.
+
=== Magic Skills ===
* Certs and grades make it easier to discuss skills and edges in character.
 
* Certs are not classes. After you unlock a cert, it doesn't dictate or limit your further growth.
 
* Certs can be mix-and-match (e.g., you could be a Jockey and a Wrench, or a Cleric, Medic, and Knight).
 
* Certs and specialties are niche protection. They ensure that you are better at something than everyone else.
 
  
== Certs at a Glance ==
+
SWADE rules use the adjective "arcane" in a very broad sense, for everything from Miracles to Weird Science. In game, when referring to the magic of ''Spellcasting'', we say it's "arcane." This basically includes any approach that treats magic like science or engineering.
  
[https://docs.google.com/spreadsheets/d/1hIgI64mq7K2iqZ3P_HIr4oW-f1WujKeydlDuVgyTAnU/edit?usp=sharing| This spreadsheet summarizes the certs.]
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''Occult'' spans theoretical knowledge of all the arcane backgrounds and skills. Each arcane skill includes relevant theoretical knowledge and practical application.
  
* Adept: wield innate gifts
+
=== New Skills ===
* Cleric: wield miracles
 
* Earthkeeper: expert in nature
 
* Fixer: expert in persuasion
 
* Gadgeteer: wield weird science
 
* Hacker: infiltrate digital systems
 
* Knight: prefer melee combat
 
* Mage: wield hermetic magic
 
* Medic: heal
 
* Occultist: expert in the paranormal
 
* Pilot: pilot thopters and drones (AKA Jockey)
 
* Psion: wield psionics
 
* Ranger: expert in survival
 
* Sniper: fight with fewer, more deadly ranged attacks
 
* Spiritbound: work with spirits (some Spiritbound are shamans)
 
* Striker: prefer hit-and-run melee combat
 
* Tank: expert in melee defense
 
* Tech: expert in electronics
 
* Thief: expert in thievery
 
* Trooper: prefer ranged combat
 
* Wraith: expert in stealth (AKA Ninja)
 
* Wrench: expert in repair
 
  
== Certs ==
+
* ''Governing (Smarts):'' perceiving, understanding, and engaging in building and sustaining a community. This includes elections, leadership, policies, legislation, law enforcement, justice systems, and bureaucracy.
 +
* ''Nature (Smarts):'' perceiving, understanding, and engaging with natural phenomena. This includes fauna, flora, ecosystems, and xenobiology. Nature overlaps with Academics (e.g., behaviorism), Science (e.g., biology), and Survival (e.g., biomes and weather).
 +
* ''Unbound'': This skill represents your pure force of will. As an Unbound, you can change the multiverse using the strength of your belief in yourself and/or something else. You can't directly increase this skill. It is the higher of (Arcane Skill -1d) or (Highest Attribute -1d).
  
[https://docs.google.com/spreadsheets/d/1hIgI64mq7K2iqZ3P_HIr4oW-f1WujKeydlDuVgyTAnU/edit?usp=sharing| This spreadsheet summarizes the certs.]
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== Species (Races) ==
  
=== About the Certs ===
+
When possible, we say "species" instead of "race." You can use a species from the ''Core Rules'', ''Fantasy Companion'', or ''Science Fiction Companion'' as written. If a species has a banned hindrance, then swap it for another. You can work with Cinero to further modify a species (especially any culture-based abilities). Savage Worlds also includes rules for creating new species.
  
Each cert includes the following:
+
=== Dragonfolk, Celestial Circle (Silver) ===
  
* '''Required:''' Skills(s) and/or Edge(s) that your PC must have to unlock this cert. Higher ratings will help more.
+
This new species is based on Dragonfolk (''Fantasy Companion'' p. 12).
* '''Recommended:''' Skill(s) and/or Edge(s) that will help you excel at this cert. Higher ratings will help more.
 
* '''SPN:''' Appropriate tactical role(s) to fill in the [[SPN SOP|Sweep, Protect, Neutralize SOP]].
 
* '''Other Duties:''' Typical responsibilities outside of a tactical operation.
 
* '''D&D 5E:''' Loose comparisons to the classes of ''Dungeons & Dragons 5th Edition''.
 
* '''Backstory:''' One or more ways you might have prepared for this kind of work. These are only suggestions.
 
  
=== Adept ===
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* Armor
* '''Required:''' Focus d8 + Arcane Background: Gifted
+
* Bite/Claws
* '''Recommended:''' N/A
+
* Breath Weapon
* '''[[SPN SOP|SPN]]:''' This depends on your powers.
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* <s>Cold-Blooded</s> Warm-Blooded: Subtract 1 from Agility, Strength, and Vigor rolls after spending more than ten minutes in temperatures above 90 degree Farenheit.
* '''Other Duties:'''  This depends on your powers.
+
* Environmental Resistance (<s>Heat</s>Cold): Receive a +4 bonus to resist cold or cold-based effects and reduce damage from such sources a like amount.
* '''D&D 5E:''' Monk; Sorcerer
+
* Environmental Weakness (<s>Cold</s>Heat): Poorly suited to frigid conditions. Subtract 4 from rolls made to resist heat or fire-based effects and take +4 damage from such attacks.
* '''Backstory:''' This will depend on the origin of your gift. Perhaps it's divine and you were a novice at a temple. Perhaps it's part of your species' natural genetics.
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* <s>Ill-Tempered</s>Loyal and Vow: Dragonfolk of this subculture are very loyal to their families, clans, and communities. They revere and obey the [[Wyrm Princes of the Celestial Circle]].
 
 
=== Cleric ===
 
* '''Required:''' Faith d8 + Arcane Background: Miracles
 
* '''Recommended:''' Persuasion d6; Research d4
 
* '''[[SPN SOP|SPN]]:''' Divine
 
* '''Other Duties:''' The squad may rely on you to communicate with other clergy and faithful. For example, many Sihblosians are deeply religious. If you serve the Defiant Mother or the Humbled Crone, then you will have relevant privileges and duties when among their followers. If you serve a different higher power, then you may have different privileges and duties.
 
* '''D&D 5E:''' Cleric; Druid
 
* '''Backstory:''' You could have come to this path from almost any personal history. Sooner or later, you made a deep connection to one or more higher powers. Perhaps you trained in a religious order.
 
 
 
=== Earthkeeper ===
 
* '''Required:''' Nature d8
 
* '''Recommended:''' Riding d4; Science d4; Survival d4
 
* '''[[SPN SOP|SPN]]:''' Fauna & Xeno; Flora & Enviro
 
* '''Other Duties:''' A marshal's primary duties include monitoring fringe and clandestine paranormal activity. You may lead research and development in areas like biology. For example, you might perform an autopsy on a strange beast. Also, Sihblosians have pro-environmental values, and they need to maintain systems like water scrubbers and walker exogardens. Thus, Sihblosians honor earthkeepers and may ask you for aid.
 
* '''D&D 5E:''' Druid
 
* '''Backstory:''' You have substantive training and/or experience working with natural systems. If you grew up on Sihblos, then perhaps you were an apprentice to another earthkeeper. Some Earthkeepers are Clerics, but this cert doesn't require an arcane background.
 
 
 
=== Fixer ===
 
* '''Required:''' Persuasion d10
 
* '''Recommended:''' Common Knowledge d6
 
* '''[[SPN SOP|SPN]]:''' Face; Quartermaster
 
* '''Other Duties:''' The squad may rely on you to locate rare contacts or supplies. You may extrapolate how other factions will act and react, based on your experience and contacts.
 
* '''D&D 5E:''' Bard
 
* '''Backstory:''' You discovered that you have a knack for social networking and knowing where to look for things that are hard to find. If you grew up on Sihblos, then perhaps you were an apprentice to walker quartermaster.
 
 
 
=== Gadgeteer ===
 
* '''Required:''' Weird Science d8 + Arcane Background: Weird Science
 
* '''Recommended:''' Electronics d4; Repair d4; Science d4
 
* '''[[SPN SOP|SPN]]:''' Tech
 
* '''Other Duties:''' The squad may rely on you to solve problems and provide assets related to weird science. A marshal's primary duties include monitoring fringe and clandestine paranormal activity. You may lead research and development in areas like cybernetics. For example, you might deconstruct a strange robot. You may work with a Tech or a Wrench, but your arcane background distinguishes your contributions.
 
* '''D&D 5E:''' Artificer
 
* '''Backstory:''' You discovered that you have a knack for working beyond contemporary science and engineering. Perhaps you worked as a researcher or engineer in the military or a corporation.
 
 
 
=== Hacker ===
 
* '''Required:''' Hacking d8
 
* '''Recommended:''' Electronics d4; Research d4
 
* '''[[SPN SOP|SPN]]:''' Tech
 
* '''Other Duties:''' The squad will count on you to solve problems and provide assets related to computers and similar technology. Walkers have sophisticated internal networks. Each walker's operating system varies somewhat, based on the current configuration of pods, sensors, weapons, etc. A good hacker coaxes a walker towards harmony.
 
* '''D&D 5E:''' Artificer
 
* '''Backstory:''' Your training and experience included both theory and application in computer science. Perhaps you worked as a programmer or network admin in the military or Big Tech. Hacking includes social engineering, so you have learned that, too.
 
 
 
=== Knight ===
 
* '''Required:''' Fighting d8
 
* '''Recommended:''' Athletics d6; Battle d4; Taunt d4
 
* '''[[SPN SOP|SPN]]:''' Tactical
 
* '''Other Duties:''' You can help maintain the squad's armor and melee weapons. You may work together with a striker or a tank, but they lean towards different approaches to melee combat. If you have ''Battle'', then you know how to fire a walker's indirect weapons (e.g., missiles).
 
* '''D&D 5E:''' Fighter
 
* '''Backstory:''' You discovered that you have a knack for staying alive in close quarters combat. You don't disdain ranged weapons, but you've found more success in melee. You may have been in the military or as a mercenary.
 
 
 
=== Mage ===
 
* '''Required:''' Spellcasting d8 + Arcane Background: Magic
 
* '''Recommended:''' Occult d4; Research d4
 
* '''[[SPN SOP|SPN]]:''' Hermetic
 
* '''Other Duties:''' The team will count on you to make sense of hermetic magical phenomena, including protecting the team from hostile beings and effects. You can use spells to give the team crucial advantages or help them overcome obstacles in creative ways. You may work together with an occultist or spiritbound, but they are more focused on extradimensional assets and challenges.
 
* '''D&D 5E:''' Wizard
 
* '''Backstory:''' There are many paths to learning magic. Perhaps you were an apprentice to an experienced magician, or perhaps you trained at an academy with many teachers. Perhaps you believe that you have an innate talent (perhaps inherited), or perhaps you believe that magic only requires study and discipline.
 
 
 
=== Medic ===
 
* '''Required:''' Healing d8
 
* '''Recommended:''' Academics d4; Research d4; Science d4
 
* '''[[SPN SOP|SPN]]:''' Medical
 
* '''Other Duties:''' After combat, the squad will look to you for healing and other recovery. A marshal's primary duties include monitoring fringe and clandestine paranormal activity. You may lead relevant research and development in areas like medicine. For example, you might develop a vaccine against a paranormal pathogen.
 
* '''D&D 5E:''' Cleric
 
* '''Backstory:''' Perhaps you trained and worked as doctor or paramedic, either military or civilian.
 
 
 
=== Occultist ===
 
* '''Required:''' Occult d8
 
* '''Recommended:''' Research d4
 
* '''[[SPN SOP|SPN]]:''' Fauna & Xeno; Hermetic
 
* '''Other Duties:''' The squad will count on you to make sense of extraterrestrial and extradimensional phenomena, including aliens,  spirits, demons, and the like. You may work together with a Mage, but they are more focused on spells and enchantments. You may work together with a Spiritbound, but they have a special relationship with their totem.
 
* '''D&D 5E:''' Cleric; Druid; Warlock
 
* '''Backstory:''' You may have a similar background to a Mage, but you've focused more on extraterrestrial and extradimensional places and beings. You know quite a bit about life beyond Earth and Sihblos, including how to deal with marauders.
 
 
 
=== Pilot ===
 
* '''Required:''' Piloting d8
 
* '''Recommended:''' Boating d4; Driving d4; Repair d4
 
* '''[[SPN SOP|SPN]]:''' Scout (using a drone)
 
* '''Other Duties:''' You can transport people and goods in a thopter. You can scout with a drone. You may use a vehicle's sensors to provide tactical information. You may use a vehicle's weapons to fight. If you have Boating, then you know how to steer and maintain a walker.
 
* '''D&D 5E:''' Artificer
 
* '''Backstory:''' Your education and/or experience probably included both theory and application in aerospace and telerobotic systems. If you grew up on Sihblos, then perhaps you were an apprentice to a thopter pilot. If you're from Earth, then perhaps you were a corporate chauffeur or pilot, or a stunt driver.
 
 
 
=== Psion ===
 
* '''Required:''' Psionics d8 + Arcane Background: Psionics
 
* '''Recommended:''' Occult d4
 
* '''[[SPN SOP|SPN]]:''' This depends on your powers.
 
* '''Other Duties:''' This depends on your powers. For example, if you have powers like ''Mind Reading,'' the squad will count on you to find secrets or threats that would otherwise remain hidden.
 
* '''D&D 5E:''' N/A
 
* '''Backstory:''' You may have a similar background to a Mage, but your magic comes directly from your mind. Perhaps you were self-taught, or perhaps you come from a family or culture where psionics are common.
 
 
 
=== Ranger ===
 
* '''Required:''' Survival d8
 
* '''Recommended:''' Athletics d6; Notice d6; Riding d4
 
* '''[[SPN SOP|SPN]]:''' Flora & Enviro; Scout; Surveil & Traps
 
* '''Other Duties:''' The squad will rely on you to track quarry and avoid hazards. When the squad is away from the walker for an extended period, they will rely on you to create a campsite (e.g., tents, campfire, latrine). You can also forecast the weather, which can be invaluable on Sihblos.
 
* '''D&D 5E:''' Ranger
 
* '''Backstory:''' You discovered that you have a knack for staying alive in the wilderness. Perhaps you have training and experience with the military or a civilian organization (e.g., U.S. National Park Service).
 
 
 
=== Sniper ===
 
* '''Required:''' Shooting d8
 
* '''Recommended:''' Athletics d6; Battle d4; Notice d6
 
* '''[[SPN SOP|SPN]]:''' Tactical
 
* '''Other Duties:''' You can help maintain the squad's ranged weapons. You can research and develop special ammunition and enhancements to ranged weapons. You may work together with a Trooper, but they lean towards firing faster. If you have ''Battle'', then you know how to fire a walker's indirect weapons (e.g., missiles).
 
* '''D&D 5E:''' Fighter; Paladin
 
* '''Backstory:''' You discovered that you have a knack for hitting the target, even in chaotic circumstances. Perhaps you have training and experience in the military or in hunting.
 
 
 
=== Spiritbound ===
 
* '''Required:''' Spiritualism d8 + Arcane Background: Shaman [Sprawlrunners]
 
* '''Recommended:''' Occult d4; Persuasion d6; Research d4
 
* '''[[SPN SOP|SPN]]:''' Divine; Fauna & Xeno
 
* '''Other Duties:''' The squad will rely on you to make sense of extraterrestrial and extradimensional phenomena, including aliens,  spirits, demons, and the like. You may also be able to call on strange beings for favors, including information. You may work together with a Mage, but they are more focused on spells and enchantments. You may work together with an Occultist, but you have a special relationship with your totem. Your totem gives you special privileges and duties.
 
* '''D&D 5E:''' Cleric; Druid; Warlock
 
* '''Backstory:''' You could have come to this path from almost any personal history. What matters is who your totem is and how you developed your relationship. Perhaps your family or culture guided you. Perhaps you were in desperate need and your totem answered. Perhaps your totem chose you without warning.
 
 
 
=== Striker ===
 
* '''Required:''' Fighting d8
 
* '''Recommended:''' Athletics d6; Taunt d4
 
* '''[[SPN SOP|SPN]]:''' Scout; Tactical
 
* '''Other Duties:''' You can help maintain the squad's armor and melee weapons. You may work together with a Knight or a Tank, but they lean towards different approaches to melee combat.
 
* '''D&D 5E:''' Rogue
 
* '''Backstory:''' You discovered that you have a knack for hit-and-run close quarters combat. You don't disdain ranged weapons, but you've found more success in melee. Perhaps you have training and experience in the military or as a mercenary.
 
 
 
=== Tank ===
 
* '''Required:''' Fighting d8
 
* '''Recommended:''' Athletics d6; Battle d4
 
* '''[[SPN SOP|SPN]]:''' Scout; Tactical
 
* '''Other Duties:''' You can help maintain the squad's armor and melee weapons. You may work together with a Knight or a Striker, but they lean towards different approaches to melee combat. If you have ''Battle'', then you know how to fire a walker's indirect weapons (e.g., missiles).
 
* '''D&D 5E:''' Barbarian; Fighter; Paladin
 
* '''Backstory:''' You discovered that you have a knack for holding the line in close quarters combat. You don't disdain ranged weapons, but you've found more success in melee. Perhaps you have training and experience in the military or law enforcement.
 
 
 
=== Tech ===
 
* '''Required:''' Electronics d8
 
* '''Recommended:''' Hacking d4; Repair d4; Science d4
 
* '''[[SPN SOP|SPN]]:''' Tech
 
* '''Other Duties:''' The squad will rely on you to solve problems and provide assets related to electronics and similar technology. You can research and develop new devices. You may work together with a Wrench, but they focus more on mechanical systems. You may work with a Gadgeteer, but their arcane background distinguishes their contributions.
 
* '''D&D 5E:''' Artificer
 
* '''Backstory:''' Your training and experience included both theory and application. Perhaps you worked as an engineer or technician in the military or as a civilian.
 
  
=== Thief ===
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=== Etchinar Agent ===
* '''Required:''' Thievery d8
 
* '''Recommended:''' Electronics d4; Notice d6; Stealth d6
 
* '''[[SPN SOP|SPN]]:''' Surveil & Traps; Tactical
 
* '''Other Duties:''' The squad will rely on you to deal with security, both human and physical.
 
* '''D&D 5E:''' Bard; Rogue
 
* '''Backstory:''' You have training and experience doing dirty work. Perhaps you were an agent of a corporate, government, military, or paramilitary organization. Perhaps you were a criminal (e.g., pickpocket).
 
  
=== Trooper ===
+
See: [[Etchinar Agent]]
* '''Required:''' Shooting d8
 
* '''Recommended:''' Athletics d6; Battle d4
 
* '''[[SPN SOP|SPN]]:''' Tactical
 
* '''Other Duties:''' You can help maintain the squad's ranged weapons. You can research and develop special ammunition and enhancements to ranged weapons. You may work together with a Trooper, but they lean towards firing precisely. If you have ''Battle'', then you know how to fire a walker's indirect weapons (e.g., missiles).
 
* '''D&D 5E:''' Barbarian; Fighter; Paladin
 
* '''Backstory:''' You have training and experience in the military or law enforcement.
 
  
=== Wraith ===
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== Unbound Card ==
* '''Required:''' Stealth d10
 
* '''Recommended:''' Athletics d6; Notice d6; Thievery d4
 
* '''[[SPN SOP|SPN]]:''' Scout; Tactical
 
* '''Other Duties:''' You can help maintain the squad's preparedness to remain undetected, and to detect unseen threats. You may extrapolate how quarry is evading the squad.
 
* '''D&D 5E:''' Rogue
 
* '''Backstory:''' You discovered that you have a knack for moving and hiding without being noticed. Perhaps you have training and experience via the military or law enforcement. Perhaps you were a criminal (e.g., burglar).
 
  
=== Wrench ===
+
Choose a poker card to be your Unbound Card. (You can change it at the start of a session.) When you are dealt your Unbound Card, it represents an extraordinary moment on your path. You gain Conviction.
* '''Required:''' Repair d8
 
* '''Recommended:''' Electronics d4; Research d4; Science d4
 
* '''[[SPN SOP|SPN]]:''' Tech
 
* '''Other Duties:''' The squad will count on you to solve problems and provide assets related to machines and similar technology. You can research and develop new devices. You may work together with a Tech, but they focus more on electronic systems.
 
* '''D&D 5E:''' Artificer
 
* '''Backstory:''' Your training and experience included both theory and application. Perhaps you worked as an engineer or technician in the military or as a civilian. You may work with a Gadgeteer, but their arcane background distinguishes their contributions.
 
  
 
[[Category:OOC]]
 
[[Category:OOC]]

Latest revision as of 18:06, 25 July 2026

OOC
See also: Chain; Launch Sequence ToA; Limits of Magic; Montage Task; Paradigm; Recenter; Swift; Water Rules; Wheels


Please confer with Cinero on a character concept and basic backstory before finalizing creation (e.g., Attributes, Skills, Edges, etc.).

Advancement

You are responsible for your Advances. Cinero can help.

  • After each session, you earn 1 Advance, until your reach 4 Advances (Seasoned).
  • Henceforth, you earn one Advance after every 3 sessions.

Minimum Advances (Floor)

In the spirit of fairness, there is a "floor" of minimum Advances for all characters. This includes starting characters. The floor for this campaign is 6 less than the Advances of the most experienced character. If your character is below the floor, then you automatically receive Advances until you reach the floor. (You continue earning Advances based on sessions. The floor doesn't reset that.)

The current floor is 13 Advances. This is in addition to the 2 Hindrance points you receive during character creation, for free.

(This floor is a recommended rule for West Marches games.)

Add a New Arcane Background, Gain the Skill

After character creation, if you use an Advance to add a new Arcane Background, you get the matching skill at d4 for free.

Bans

Hindrances, Banned

  • Death Wish
  • Doubting Thomas
  • Pacifist (Major)
  • Poverty
  • Yellow
  • Wanted

Misc, Banned

  • Survival Knife: functions as described but does not give Survival +1. (This is too big a bonus for what is described.)

Skills, Banned

  • Research (We use more specific skills instead.)

Books

Cinero has PDFs he can loan.

Pre-Approved

If anything is in this list of books, then you don't need Cinero's permission to use it (except Gear):

Core Rules vs. Fantasy Companion

  • We use the Wizard edge. (Disregard the sidebar in the Fantasy Companion, p. 35.)
  • Powers: When in doubt, use the version in the Fantasy Companion or Science Fiction Companion. (The code in Fantasy Grounds is sometimes better.)
  • We use the Arcane Backgrounds in the Core Rules, the Fantasy Companion, and the Science Fiction Companion.

Character Creation

See also: #Bans (above)

Retroactive Changes

Anytime before your fourth session, you have the option to make changes to your character. This house rule is intended to reduce anxiety during character creation (e.g., you don't have to make the "perfect" choices upfront) and to improve team synergy (e.g., by making changes to better fit what the team needs after meeting the team).

Pre-Work

Fantasy Grounds

  1. Create an account at https://www.fantasygrounds.com/home/home.php
  2. Download and install the app (Fantasy Grounds is now free for all players).

Creation Steps

  1. Confer with the GM on a concept and basic backstory.
    1. All PCs are Unbound but your Unbound awakening can happen in the first 1-3 sessions.
    2. Review Character Concept Tips.
  2. Choose race (see "Species" below).
  3. Choose Hindrances.
  4. You receive 2 Hindrance points to spend, for free.
  5. Buy attribute increases. Remember that human average is d6.
  6. Buy skills.
    1. We use the "More Skill Points" setting rule (15 points).
    2. Homebrew skills include Governing and/or Nature (see Skills below).
    3. Research is banned. (We use more specific skills instead.)
  7. Buy Edges
  8. Buy Gear.
    1. You start with the Xeno Explorer Standard Kit.
    2. You also start with $500.
    3. You can sell back the default armor and/or weapons.
    4. You can buy anything non-magical in the pre-approved Books
    5. For anything else, confer with the GM.
  9. Fantasy Grounds will automatically calculate Pace, Parry, and Toughness.
  10. Write your Flair, Groove, and Source.
  11. Choose one skill to be your Groove Bonus.
  12. Choose a poker card to be your Unbound Card.
  13. Finalize your initial character, then apply advances based on the current floor.

Fantasy Grounds

Portrait

Give this to Cinero in Discord. He can edit it.

After Cinero imports your character into Fantasy Grounds

  1. Cinero adds your Groove Bonus (+1 to one Skill)
  2. Cinero adds the Swift Form as a power:
    1. Strength = Spirit
    2. Agility = Smarts
    3. Vigor = Smarts or Spirit
    4. The effect looks like: "Swift Form [Strength +1d, Agility +0d, Vigor +1d]"
  3. Cinero adds your Unbound skill, which is the higher of:
    1. Arcane Skill -1d
    2. Highest Attribute -1d

Crafting Magic Items

You can craft permanent magic items via the rules in the Fantasy Companion (p. 169) with the following modifications:

  • Confer with the GM on your workspace and materials
  • Use your arcane skill, instead of Occult
  • Use the "Craft Magic Item" wheel
  • (optional) You can regain Power Points via the "Infuse 1 Power Point" wheel

Development Level

Regarding Gear, Dev I and Dev II items are available in many contemporary cities (e.g., Sigil). PCs can develop prototypes of specific Dev III items (GM's choice). See Wheels. See Science Fiction Companion p. 31.

Edges

  • We use the Wizard edge. (Disregard the sidebar in the Fantasy Companion, p. 35.)
  • Healer edge applies to the Relief power.
  • Woodsman edge also gives +2 Nature.

New Edges

  • Cybernetics. REQUIREMENTS: Novice. A character has cybernetics with a total cost of $70K or less. If the character exceeds their Strain then they take the Cyberware Side Effect(s).
  • Mobile Shiltrom. REQUIREMENTS: Novice, Size 2, Fighting d6+, Notice d8+. For any person smaller in size than the character within 5", the character may spend a Benny once per round to place himself in the way of any attack (Fighting, Shooting or Throwing) against that target. All Fighting rolls are then made against his Parry, and he suffers the effect of any successful attacks. This can be done at any time, regardless of the bodyguard’s Initiative, and counts as a free action; any other actions must be taken on his own initiative card
  • Power Armor Owner. REQUIREMENTS: Novice. A character owns a suit of power armor. The suit must have a total cost of $100K or less, including any modifications (Negative Qualities can be chosen). The suit can be stock, stock with customization, or custom from scratch. The suit can be further customized, especially via Wheels.
  • Power Armor Upgrade. REQUIREMENTS: Power Armor Owner. A character can add 3 Modification points (“Mods”) to their power armor and spend those points on new Modifications. During this process, the character has the option to replace existing Modifications and/or spend points to remove Negative Qualities. If the character adds the Integrated Gear Modification, then they also add the gear they want (per Game Master’s permission). Upgrading may require adequate facilities and time (per Game Master's judgment). This Edge may be selected more than once, but only once per Rank.
  • Speed of the Summoned Pack. REQUIREMENTS: Veteran, any Summon power, that power's Arcane Skill d8+. A character and their summoned allies may act on the fastest card among them.

Encumbrance

  • Load limit per die: 40
  • Fantasy Grounds calculates this automatically.

Flair, Groove, and Source

  • Your Flair is your personal style, which could be an adventurer archetype that you lean into.
  • Your Groove is your distinct contribution to the team, which might be in exploration, combat, or social encounters.
  • Every Unbound pulls power from their Source. It's the origin and channel of your extraordinary abilities
    • Choose your Source from the following: Arcane, Divine, or Primal.
    • If you're unsure and you're not a spellcaster, then your Source is probably Primal. (You can revisit this later.)

Format

Your Flair, Groove, and Source must be one sentence, in this format:

I am a [adjective] [noun], and I will [1-5 word phrase] ["by"/"using"/"with"] [1-5 word phrase]. ([Source])

Examples

From fiction:

  • Spock (Star Trek): "I am a brilliant scientist, and I will find solutions using observation and cold logic." (Arcane)
  • Shepherd Book (Firefly): "I am a patient priest, and I will coax my crew towards valor using timely questions." (Divine)
  • Han Solo (Star Wars): "I am a cocky smuggler, and I will defy the odds using surprise." (Primal)

(In game terms, we never see these characters "activate Powers" but they definitely have "Edges.")

Groove Bonus

You get a +1 bonus to one Skill of your choice. It should match your Groove. (The bonus always applies to the Skill, regardless of whether a specific roll is clearly part of your Groove.)

Earning Bennies

You can earn a Benny by doing something that matches your Flair and/or fulfilling your Groove. As a player, speak up when you think you've earned a Benny. You can also speak up when you see others earning, too!

Items, New

Many new items are scattered across the wiki under. Here are some notable items:

Power Armor Modifications, New

  • Arcane Compensator. Allowed: 1. Mods: 2. Availability: DEV II. The user can ignore the Armor Interference hindrance for arcane backgrounds.

Moving as a Team

During combat, two or more PCs may move as a team.

  • They move on one PC's turn. This does not need to be the first PC in initiative order.
  • They must start and end in adjacent spaces.
  • This must be their only movement this round.
  • The PCs' allies may move at the same time.
  • This doesn't prevent opponents from getting free attacks, per Withdrawing from Melee (Core Rules, p. 109). However, each opponent only gets one free attack on one member of the moving team.

Power Points Without an Arcane Background

If you don't have an arcane background but have earned power points:

  • You may spend 2 Power Points to gain 1 Benny.
  • You may spend 1 Power Point to gain +1 to one roll.

Setting Rules

Common Bond

We play as if all PCs have the Common Bond Edge (Core Rules p. 50). (You don't need to add it to your character sheet.)

A character with this Edge may freely give her Bennies to any other character she can communicate with. The player should explain what form this takes, from a quick shout of encouragement to a welcome pat on the back.

Conviction

We use Conviction (Core Rules p. 136).

Conviction can be spent to add a d6 to all a character's Trait and damage totals until the beginning of her next turn. ... A character can maintain Conviction from round to round by spending a Benny (at the start of his turn, before it runs out).

You automatically gain Conviction when your action card is your personal card. The GM may award Conviction in other ways. You can suggest gaining Conviction when you think it's appropriate.

More Skill Points

We use More Skill Points (Core Rules p. 140). The campaign setting in Savaged should do this automatically.

Skills Changes

  • Hacking includes social engineering.
  • Repair is much broader than fixing things. We treat it more like engineering.
  • Survival includes weather forecasting.

Magic Skills

SWADE rules use the adjective "arcane" in a very broad sense, for everything from Miracles to Weird Science. In game, when referring to the magic of Spellcasting, we say it's "arcane." This basically includes any approach that treats magic like science or engineering.

Occult spans theoretical knowledge of all the arcane backgrounds and skills. Each arcane skill includes relevant theoretical knowledge and practical application.

New Skills

  • Governing (Smarts): perceiving, understanding, and engaging in building and sustaining a community. This includes elections, leadership, policies, legislation, law enforcement, justice systems, and bureaucracy.
  • Nature (Smarts): perceiving, understanding, and engaging with natural phenomena. This includes fauna, flora, ecosystems, and xenobiology. Nature overlaps with Academics (e.g., behaviorism), Science (e.g., biology), and Survival (e.g., biomes and weather).
  • Unbound: This skill represents your pure force of will. As an Unbound, you can change the multiverse using the strength of your belief in yourself and/or something else. You can't directly increase this skill. It is the higher of (Arcane Skill -1d) or (Highest Attribute -1d).

Species (Races)

When possible, we say "species" instead of "race." You can use a species from the Core Rules, Fantasy Companion, or Science Fiction Companion as written. If a species has a banned hindrance, then swap it for another. You can work with Cinero to further modify a species (especially any culture-based abilities). Savage Worlds also includes rules for creating new species.

Dragonfolk, Celestial Circle (Silver)

This new species is based on Dragonfolk (Fantasy Companion p. 12).

  • Armor
  • Bite/Claws
  • Breath Weapon
  • Cold-Blooded Warm-Blooded: Subtract 1 from Agility, Strength, and Vigor rolls after spending more than ten minutes in temperatures above 90 degree Farenheit.
  • Environmental Resistance (HeatCold): Receive a +4 bonus to resist cold or cold-based effects and reduce damage from such sources a like amount.
  • Environmental Weakness (ColdHeat): Poorly suited to frigid conditions. Subtract 4 from rolls made to resist heat or fire-based effects and take +4 damage from such attacks.
  • Ill-TemperedLoyal and Vow: Dragonfolk of this subculture are very loyal to their families, clans, and communities. They revere and obey the Wyrm Princes of the Celestial Circle.

Etchinar Agent

See: Etchinar Agent

Unbound Card

Choose a poker card to be your Unbound Card. (You can change it at the start of a session.) When you are dealt your Unbound Card, it represents an extraordinary moment on your path. You gain Conviction.