Revision history for AvatarsGameRules


Revision [317]

Last edited on 2010-10-10 20:10:41 by ConradWong
Deletions:
===Veteran Avatars 1.0 Characters===

Characters who are returning from Avatars 1.0 will begin as Seasoned characters - they receive an additional 20 XP (4 Advances) at the beginning of the campaign. In addition, they will receive:
- Knowledge: Avatars VR Game World (d6)
- Additional Edges as appropriate for the character


Revision [316]

Edited on 2010-10-10 20:10:14 by ConradWong
Additions:
===Veteran Avatars 1.0 Characters===

Characters who are returning from Avatars 1.0 will begin as Seasoned characters - they receive an additional 20 XP (4 Advances) at the beginning of the campaign. In addition, they will receive:
- Knowledge: Avatars VR Game World (d6)
- Additional Edges as appropriate for the character
Deletions:
Characters who are returning from Avatars 1.0 will begin as Seasoned characters - they receive an additional 20 XP (4 Advances) at the beginning of the campaign.


Revision [238]

Edited on 2010-10-02 12:16:01 by ConradWong
Additions:
======Campaign Rules======
Deletions:
======Overview======


Revision [175]

Edited on 2010-10-01 01:56:06 by ConradWong
Additions:
- Av2VRGameRules for rules that apply within VR game worlds.


Revision [93]

Edited on 2010-09-29 17:50:52 by ConradWong
Additions:
You'll begin with a modern world (2069 AD) character. You get 5 attribute points and 15 skill points, and you may take one free Edge of your choice. You can take up to one Major Hindrance and up to two Minor Hindrances to get additional Advances.
As part of creating your modern character, you'll be able to take the free VR Character Edge and receive a free Knowledge: VR Game World skill. Your VR Character works like your modern world character; you get 5 attribute points, 15 skill points, and one free Edge of your choice.
If you opt out of this, you get a free Edge instead, but you do not receive the free Knowledge: VR Game World skill.
Characters who are returning from Avatars 1.0 will begin as Seasoned characters - they receive an additional 20 XP (4 Advances) at the beginning of the campaign.
Deletions:
You'll begin with a modern world (2069 AD) character. You get 5 attribute points and 15 skill points, and you may take one free Edge, plus one Job Edge offered in the Modern Characters section. In addition, you can take up to one Major Hindrance and up to two Minor Hindrances to get additional Advances.
In addition, you get, for free, a VR character within either the Avatars world setting of the Diadem, or the Dantech world setting of the Gloaming. Like your modern world character, your VR character gets 5 attribute points, 15 skill points, a free Edge, and may take a Major Hindrance and two Minor Hindrances. In addition, you may select a special power Edge, but only one.
You may opt not to take a VR character, in which case you may take a different Edge instead. This does not count against your hindrances but will mean that you are unfamiliar with any of the popular VR worlds.


Revision [79]

Edited on 2010-09-29 02:17:41 by ConradWong
Additions:
You'll begin with a modern world (2069 AD) character. You get 5 attribute points and 15 skill points, and you may take one free Edge, plus one Job Edge offered in the Modern Characters section. In addition, you can take up to one Major Hindrance and up to two Minor Hindrances to get additional Advances.
Deletions:
You'll begin with a modern world (2069 AD) character. You get 5 attribute points and 15 skill points, and you may take one free Edge. In addition, you can take up to one Major Hindrance and up to two Minor Hindrances to get additional Advances.


Revision [73]

Edited on 2010-09-29 01:34:10 by ConradWong
Additions:
======Overview======
Avatars 2.0 uses "Pulp Rules" to encourage a more "action movie" style. Heroes should feel more free to take risks in this system, though death isn't impossible.
- Av2HouseRules for a synopsis of the Pulp Rules.
If you do not already have a copy of the Savage Worlds rules, please refer to [[http://www.peginc.com/Downloads/SWEX/TD06.pdf the Test Drive book]] for basic character creation.
You'll begin with a modern world (2069 AD) character. You get 5 attribute points and 15 skill points, and you may take one free Edge. In addition, you can take up to one Major Hindrance and up to two Minor Hindrances to get additional Advances.
- Av2ModernCharacters - Modern world characters have access to certain skills and edges that are not available in the VR worlds.
In addition, you get, for free, a VR character within either the Avatars world setting of the Diadem, or the Dantech world setting of the Gloaming. Like your modern world character, your VR character gets 5 attribute points, 15 skill points, a free Edge, and may take a Major Hindrance and two Minor Hindrances. In addition, you may select a special power Edge, but only one.
- Av2VRCharacters - VR characters have access to certain skills and edges that are not available in the modern world.
You may opt not to take a VR character, in which case you may take a different Edge instead. This does not count against your hindrances but will mean that you are unfamiliar with any of the popular VR worlds.
Deletions:
Characters are created using [[http://www.peginc.com/Downloads/SWEX/TD06.pdf the Savage World rules]] with some modifications, please see below.
=====Attributes=====
You begin with:
d4 Strength
d4 Agility
d4 Smarts
d4 Spirit
d4 Vigor
You can spend 5 points to increase these - it costs 1 point to increase d4 to d6, then to d8, d10, and finally d12. d6 should be considered average, with d8 and d10 reflecting a trained professional and d12 for extraordinarily able persons.
Note that cyborgs can enhance beyond the theoretical human maximums, i.e. d12+1, d12+2, etc. (see Cybernetic Devices section)
=====Skills=====
You can then spend 15 points on skills. It costs 1 point to get the first d4 in a skill, then 1 point to increase die type, /up to the linked attribute/. To increase a skill above its linked attribute requires paying 2 points per die type increase.
Skills are as follows: (note these differ from those found in Test Drive)
__Strength__ - //Strength improves damage in hand-to-hand combat.//
Intimidate
__Agility__ - //Agility allows dodging AOE and ranged attacks, and throwing non-weapon items such as grenades.//
Athletics (climbing, acrobatic manuevers)
Fighting (hand-to-hand fighting and weapons)
Lockpicking (mechanical)
Shooting (hand-held ranged weapons and spells)
Stealth (countered by Observation)
Vehicle Operation (driving under combat conditions, operating weapons)
__Smarts__ - //Smarts allows Research rolls, given time and resources, and Knowledge rolls for a character's background.//
Argument (+2 vs AIs)
Engineering (electronic/mechanical)
Hacking (electronic and cybernetic security systems)
Knowledge: Subject (i.e. AIs, , Bureaucracy, Cybernetics, Law, Weird Science, in-depth knowledge of the Avatars VR or Gloaming VR)
Medicine/First Aid
Observation (noticing hidden things in a room, tracking in urban settings)
Survival (tracking in outdoors settings)
__Spirit__ - //Spirit allows the player to resist fear and mind control effects.//
Notice (sense when something is about to happen)
Persuasion (-2 vs AIs)
Streetwise (ability to gather information through conversation or observing people)
__Vigor__
//No Vigor-linked skills but Vigor affects ability to soak damage in fights.//
=====Edges and Hindrances=====
You may pick one free Edge from the Test Drive.
All players receive the 'VR Character' Edge for free. This gives you free general knowledge of the VR within which you have a character, and you may create a separate VR character sheet. You must choose either the Avatars setting or the Gloaming setting for your character. Your VR character, like your modern world character, begins with 5 attribute points and 15 skill points.
You may, instead, take 'No VR Character'. Your character will be unfamiliar with any popular VR games. You can take an Edge in place of this one. This does not count against your Minor Hindrances.
You can take up to one Major Hindrance and two Minor Hindrances. A Major Hindrance gives you one free Advance, two Minor Hindrances give you one free Advance. With an Advance, you may take an additional Edge, raise one Attribute by one die type, or boost two skills by one die type apiece. (but not one skill by two die types)
Additional edges not present in Test Drive:
Gambler: Novice, requires d6 Smarts. +2 to Smarts rolls involving gambling.
Pitcher: Novice, requires d6 agility. +2 to Agility rolls involving throwing objects such as hand grenades, not including throwing weapons. (which requires Fighting)
Hardwired: you may install up to half your spirit in cyberware systemsi.e. at d6 spirit you could install 3 systems without penalty; you may also directly connect to any neural connection-capable hardware by plugging in, giving you a +2 bonus to hacking rolls and allowing you to perform "hands free" vehicle operation (but still subject to -2 multi-action penalty). Attempting to install devices beyond this limit inflicts -1 to Charisma for each additional device, and places you at risk of going "cyberpsycho" when under stress.
Cyborg: you may choose N$5000 of cybernetic devices to have pre-installed, and you can generally afford up to N$2500 in repairs per month. The above limit on devices still applies.
Military Cyborg: requires Cyborg. Your baseline cybernetic devices are armored (toughness 16 vs physical damage) and EMP-shielded (toughness 10 vs electrical damage).
Cyberdoc: requires d8 Medicine. Reflects the specialized skills needed to install cyberware, given access to appropriate equipment. Surgery requires recovery time, during which the character operates at reduced effectiveness, depending on how significant the change is.
===Cybernetic Devices===
Besides taking the Cyborg edge, you may also purchase cybernetic devices with your starting funds, funds you acquire during the game, or install cybernetic devices that you find or steal. In-game surgery leaves you weakened (-2 to all trait rolls) for a recovery time as follows:
{{table columns="3" cellpadding="1" cells="Grade;Cost;Recovery Time;A;N$200;1 hour;B;N$400;4 hours;C;N$1000;1 day;D;N$2000;2 days;E;N$5000;4 days;F;N$100,000;2 weeks"}}
You are limited to half your spirit die type in cybernetic systems, i.e. d6 spirit would let you implant three separate systems. However, each system may include one or more basic device plus modifications to the device, i.e. you might purchase a cybernetic arm, then install mods on that arm like an implanted gun, and it would still count as one "system".
External cyberware such as artificial limbs can be damaged by physical attacks. They have a Toughness of 10. Taking one wound deactivates them, requiring an engineer to fix but no additional parts. Taking two wounds severely damages or even destroys the cybernetic device, requiring a proportional amount of money to purchase replacement parts.
Electrical attacks directed against the character have a chance to temporarily shut down cyberware. They have a Toughness of 6 against electrical damage; if the character takes damage in excess of this, all cybernetic devices shut down and must be rebooted. The character may reboot one device per combat round, if he makes a Spirit roll against a target number of 4. Raises allow the character to reboot additional devices. Each Botch either shuts down any device that had been rebooted successfully or if none had been, the character becomes Shaken.
For devices grades and costs, please see [[http://getsavaged.googlegroups.com/web/Cyberware.pdf?gda=kSdAkUAAAABtdJ-0qcFAn39r1o8UPtLJ-xhSCuTeNMABs89GgsTGD_yQNN7rPeazemCucDXixLxtxVPdW1gYotyj7-X7wDON Savage Cyberware]] but note that these campaign rules differ slightly from those listed.
Where devices can draw power (using "power points"), you should assume each device has an individual battery sufficient to provide one shot, unless otherwise stated in its description. You can purchase additional battery capacity for any device at 50% of its original cost, doubling its normal storage capacity, but they do not recharge by themselves without a separate power source.
You may purchase an Internal Power Source (20 power points, recharges 1 per round) as a Class D system, or a Military Power Source (50 power points, recharges 2 per round) as a Class E system. You can also purchase a Power Adapter (class B) for either or as a standalone system, which allows you to recharge your devices or refill your power source from a normal electrical outlet at the rate of 2 power points per round.


Revision [61]

Edited on 2010-09-28 16:23:57 by ConradWong
Additions:
AvatarsCampaign > AvatarsGameRules
You can spend 5 points to increase these - it costs 1 point to increase d4 to d6, then to d8, d10, and finally d12. d6 should be considered average, with d8 and d10 reflecting a trained professional and d12 for extraordinarily able persons.
Note that cyborgs can enhance beyond the theoretical human maximums, i.e. d12+1, d12+2, etc. (see Cybernetic Devices section)
Intimidate
Argument (+2 vs AIs)
You can take up to one Major Hindrance and two Minor Hindrances. A Major Hindrance gives you one free Advance, two Minor Hindrances give you one free Advance. With an Advance, you may take an additional Edge, raise one Attribute by one die type, or boost two skills by one die type apiece. (but not one skill by two die types)
Deletions:
You can spend 5 points to increase these - it costs 1 point to increase d4 to d6, then to d8, d10, and finally d12. Note that the normal human maximum is d8 for any attribute, you will need cybernetic augmentation to reach d10 or d12. (see Cybernetic Devices section)
Intimidate/Taunt
Debate (+2 vs AIs)
You can take up to one Major Hindrance and two Minor Hindrances. A Major Hindrance gives you two free Advances, Minor Hindrances give you one free Advance apiece. With an Advance, you may take an additional Edge, raise one Attribute by one die type, or boost two skills by one die type apiece. (but not one skill by two die types)


Revision [60]

Edited on 2010-09-28 03:10:36 by ConradWong
Additions:
Hardwired: you may install up to half your spirit in cyberware systemsi.e. at d6 spirit you could install 3 systems without penalty; you may also directly connect to any neural connection-capable hardware by plugging in, giving you a +2 bonus to hacking rolls and allowing you to perform "hands free" vehicle operation (but still subject to -2 multi-action penalty). Attempting to install devices beyond this limit inflicts -1 to Charisma for each additional device, and places you at risk of going "cyberpsycho" when under stress.
Military Cyborg: requires Cyborg. Your baseline cybernetic devices are armored (toughness 16 vs physical damage) and EMP-shielded (toughness 10 vs electrical damage).
You are limited to half your spirit die type in cybernetic systems, i.e. d6 spirit would let you implant three separate systems. However, each system may include one or more basic device plus modifications to the device, i.e. you might purchase a cybernetic arm, then install mods on that arm like an implanted gun, and it would still count as one "system".
Where devices can draw power (using "power points"), you should assume each device has an individual battery sufficient to provide one shot, unless otherwise stated in its description. You can purchase additional battery capacity for any device at 50% of its original cost, doubling its normal storage capacity, but they do not recharge by themselves without a separate power source.
You may purchase an Internal Power Source (20 power points, recharges 1 per round) as a Class D system, or a Military Power Source (50 power points, recharges 2 per round) as a Class E system. You can also purchase a Power Adapter (class B) for either or as a standalone system, which allows you to recharge your devices or refill your power source from a normal electrical outlet at the rate of 2 power points per round.
Deletions:
Hardwired: you may install up to half your spirit in cyberware devices i.e. at d6 spirit you could install 3 devices without penalty; you may also directly connect to any neural connection-capable hardware by plugging in, giving you a +2 bonus to hacking rolls and allowing you to perform "hands free" vehicle operation (but still subject to -2 multi-action penalty). Attempting to install devices beyond this limit inflicts -1 to Charisma for each additional device, and places you at risk of going "cyberpsycho" when under stress.


Revision [59]

Edited on 2010-09-28 02:50:54 by ConradWong
Additions:
Electrical attacks directed against the character have a chance to temporarily shut down cyberware. They have a Toughness of 6 against electrical damage; if the character takes damage in excess of this, all cybernetic devices shut down and must be rebooted. The character may reboot one device per combat round, if he makes a Spirit roll against a target number of 4. Raises allow the character to reboot additional devices. Each Botch either shuts down any device that had been rebooted successfully or if none had been, the character becomes Shaken.
Deletions:
Electrical attacks directed against the character have a chance to temporarily shut down cyberware. They have a Toughness of 6 against electrical damage; if the character takes damage in excess of this, all cybernetic devices shut down and must be rebooted. The character may reboot one device per combat round, if he makes a Spirit roll against a target number of 4. Raises allow the character to reboot additional devices. Botches may shut down devices or leave the character Shaken.


Revision [58]

Edited on 2010-09-28 02:48:10 by ConradWong
Additions:
{{table columns="3" cellpadding="1" cells="Grade;Cost;Recovery Time;A;N$200;1 hour;B;N$400;4 hours;C;N$1000;1 day;D;N$2000;2 days;E;N$5000;4 days;F;N$100,000;2 weeks"}}
Deletions:
{{table columns="3" cellpadding="1" cells="Grade;Cost;Recovery Time;A;N$200;1 hour;B;N$400;4 hours;C;N$1000;1 day;D;N$2000;2 days;E;N$5000;4 days;F;N$100,000;2 weeks;"}}


Revision [57]

Edited on 2010-09-28 02:47:02 by ConradWong
Additions:
{{table columns="3" cellpadding="1" cells="Grade;Cost;Recovery Time;A;N$200;1 hour;B;N$400;4 hours;C;N$1000;1 day;D;N$2000;2 days;E;N$5000;4 days;F;N$100,000;2 weeks;"}}
Deletions:
{{table columns="4" cellpadding="1" cells="Grade;Cost;Recovery Time;A;N$200;1 hour;B;N$400;4 hours;C;N$1000;1 day;D;N$2000;2 days;E;N$5000;4 days;F;N$100,000;2 weeks;"}}


Revision [56]

Edited on 2010-09-28 02:46:44 by ConradWong
Additions:
Characters are created using [[http://www.peginc.com/Downloads/SWEX/TD06.pdf the Savage World rules]] with some modifications, please see below.
You can spend 5 points to increase these - it costs 1 point to increase d4 to d6, then to d8, d10, and finally d12. Note that the normal human maximum is d8 for any attribute, you will need cybernetic augmentation to reach d10 or d12. (see Cybernetic Devices section)
Skills are as follows: (note these differ from those found in Test Drive)
__Strength__ - //Strength improves damage in hand-to-hand combat.//
__Agility__ - //Agility allows dodging AOE and ranged attacks, and throwing non-weapon items such as grenades.//
__Smarts__ - //Smarts allows Research rolls, given time and resources, and Knowledge rolls for a character's background.//
Debate (+2 vs AIs)
Knowledge: Subject (i.e. AIs, , Bureaucracy, Cybernetics, Law, Weird Science, in-depth knowledge of the Avatars VR or Gloaming VR)
Observation (noticing hidden things in a room, tracking in urban settings)
Survival (tracking in outdoors settings)
__Spirit__ - //Spirit allows the player to resist fear and mind control effects.//
Persuasion (-2 vs AIs)
You may pick one free Edge from the Test Drive.
All players receive the 'VR Character' Edge for free. This gives you free general knowledge of the VR within which you have a character, and you may create a separate VR character sheet. You must choose either the Avatars setting or the Gloaming setting for your character. Your VR character, like your modern world character, begins with 5 attribute points and 15 skill points.
You may, instead, take 'No VR Character'. Your character will be unfamiliar with any popular VR games. You can take an Edge in place of this one. This does not count against your Minor Hindrances.
Additional edges not present in Test Drive:
Pitcher: Novice, requires d6 agility. +2 to Agility rolls involving throwing objects such as hand grenades, not including throwing weapons. (which requires Fighting)
Hardwired: you may install up to half your spirit in cyberware devices i.e. at d6 spirit you could install 3 devices without penalty; you may also directly connect to any neural connection-capable hardware by plugging in, giving you a +2 bonus to hacking rolls and allowing you to perform "hands free" vehicle operation (but still subject to -2 multi-action penalty). Attempting to install devices beyond this limit inflicts -1 to Charisma for each additional device, and places you at risk of going "cyberpsycho" when under stress.
Cyborg: you may choose N$5000 of cybernetic devices to have pre-installed, and you can generally afford up to N$2500 in repairs per month. The above limit on devices still applies.
Cyberdoc: requires d8 Medicine. Reflects the specialized skills needed to install cyberware, given access to appropriate equipment. Surgery requires recovery time, during which the character operates at reduced effectiveness, depending on how significant the change is.
===Cybernetic Devices===
Besides taking the Cyborg edge, you may also purchase cybernetic devices with your starting funds, funds you acquire during the game, or install cybernetic devices that you find or steal. In-game surgery leaves you weakened (-2 to all trait rolls) for a recovery time as follows:
{{table columns="4" cellpadding="1" cells="Grade;Cost;Recovery Time;A;N$200;1 hour;B;N$400;4 hours;C;N$1000;1 day;D;N$2000;2 days;E;N$5000;4 days;F;N$100,000;2 weeks;"}}
External cyberware such as artificial limbs can be damaged by physical attacks. They have a Toughness of 10. Taking one wound deactivates them, requiring an engineer to fix but no additional parts. Taking two wounds severely damages or even destroys the cybernetic device, requiring a proportional amount of money to purchase replacement parts.
Electrical attacks directed against the character have a chance to temporarily shut down cyberware. They have a Toughness of 6 against electrical damage; if the character takes damage in excess of this, all cybernetic devices shut down and must be rebooted. The character may reboot one device per combat round, if he makes a Spirit roll against a target number of 4. Raises allow the character to reboot additional devices. Botches may shut down devices or leave the character Shaken.
For devices grades and costs, please see [[http://getsavaged.googlegroups.com/web/Cyberware.pdf?gda=kSdAkUAAAABtdJ-0qcFAn39r1o8UPtLJ-xhSCuTeNMABs89GgsTGD_yQNN7rPeazemCucDXixLxtxVPdW1gYotyj7-X7wDON Savage Cyberware]] but note that these campaign rules differ slightly from those listed.
Deletions:
Characters are created using [[http://www.peginc.com/Downloads/SWEX/TD06.pdf the Savage World rules]].
You can spend 5 points to increase these - it costs 1 point to increase d4 to d6, then to d8, d10, and finally d12. Note that the normal human maximum is d10 for any attribute, you will need cybernetic augmentation to reach d12. (see below section)
Skills are as follows:
__Strength__
//Strength improves damage in hand-to-hand combat.//
__Agility__
//Agility allows dodging attacks and throwing non-weapon items such as grenades.//
__Smarts__
//Smarts allows general knowledge rolls that "anyone" would know.//
Knowledge: Subject (i.e. Avatars VR, Gloaming VR, Military, Corporate, Avatars LLC, Dantech, mainly used to fill in )
Observation (noticing hidden things in a room, tracking)
Survival
__Spirit__
Persuasion (ability to convince someone toward an action)
//Special VR-related skills will generally be listed under Spirit.//
You may pick one free Edge.
Pitcher: Novice, requires d6 agility. +2 to Agility rolls involving throwing objects.
Weird Science: Novice, requires d8 Smarts. +4 to Engineering rolls involving advanced technology. +2 to Smarts rolls involving knowledge of military or corporate programs.


Revision [55]

Edited on 2010-09-27 17:42:39 by ConradWong
Additions:
=====Attributes=====
You can spend 5 points to increase these - it costs 1 point to increase d4 to d6, then to d8, d10, and finally d12. Note that the normal human maximum is d10 for any attribute, you will need cybernetic augmentation to reach d12. (see below section)
=====Skills=====
Skills are as follows:
__Strength__
//Strength improves damage in hand-to-hand combat.//
Intimidate/Taunt
__Agility__
//Agility allows dodging attacks and throwing non-weapon items such as grenades.//
Athletics (climbing, acrobatic manuevers)
Fighting (hand-to-hand fighting and weapons)
Lockpicking (mechanical)
Shooting (hand-held ranged weapons and spells)
Stealth (countered by Observation)
Vehicle Operation (driving under combat conditions, operating weapons)
__Smarts__
//Smarts allows general knowledge rolls that "anyone" would know.//
Engineering (electronic/mechanical)
Hacking (electronic and cybernetic security systems)
Knowledge: Subject (i.e. Avatars VR, Gloaming VR, Military, Corporate, Avatars LLC, Dantech, mainly used to fill in )
Medicine/First Aid
Observation (noticing hidden things in a room, tracking)
Survival
__Spirit__
Notice (sense when something is about to happen)
Persuasion (ability to convince someone toward an action)
Streetwise (ability to gather information through conversation or observing people)
//Special VR-related skills will generally be listed under Spirit.//
__Vigor__
//No Vigor-linked skills but Vigor affects ability to soak damage in fights.//
=====Edges and Hindrances=====
Gambler: Novice, requires d6 Smarts. +2 to Smarts rolls involving gambling.
Pitcher: Novice, requires d6 agility. +2 to Agility rolls involving throwing objects.
Weird Science: Novice, requires d8 Smarts. +4 to Engineering rolls involving advanced technology. +2 to Smarts rolls involving knowledge of military or corporate programs.
Deletions:
You can spend 5 points to increase these - it costs 1 point to increase d4 to d6, then to d8, d10, and finally d12. Note that the normal human maximum is d10 for any attribute, you will need cybernetic augmentation to reach d12.
TODO(lynx): fill in updated list of skills
=====Setting Rules=====


Revision [54]

Edited on 2010-09-27 16:25:53 by ConradWong
Additions:
You begin with:
d4 Strength
d4 Agility
d4 Smarts
d4 Spirit
d4 Vigor
You can spend 5 points to increase these - it costs 1 point to increase d4 to d6, then to d8, d10, and finally d12. Note that the normal human maximum is d10 for any attribute, you will need cybernetic augmentation to reach d12.
You can then spend 15 points on skills. It costs 1 point to get the first d4 in a skill, then 1 point to increase die type, /up to the linked attribute/. To increase a skill above its linked attribute requires paying 2 points per die type increase.
TODO(lynx): fill in updated list of skills
You may pick one free Edge.
You can take up to one Major Hindrance and two Minor Hindrances. A Major Hindrance gives you two free Advances, Minor Hindrances give you one free Advance apiece. With an Advance, you may take an additional Edge, raise one Attribute by one die type, or boost two skills by one die type apiece. (but not one skill by two die types)
=====Setting Rules=====
Deletions:
You basically have 5 points to distribute to attributes, 15 points to spend on skills, and one Edge (as a human character), with the possibility to get more skill points and/or Edges if you pick up Hindrances (up to one Major Hindrance, and two Minor Hindrances. The option is open to play a non-human character, since genetic modification and robotic engineering do exist in this future setting, but requires approval from the GM for the 'racial package', which would replace the free Edge that humans get.
=====Character-Building Questions=====
- If you could pick one "element" that would best fit with your character, what would it be?
- Fire, water, earth, air?
- Or, for the daoist elements, fire, water, metal, wood, or earth?
- Or of the Bagua (trigrams), fire, earth, lake, sky/heaven, water, mountain, thunder, or wind?
- Or make up an "element" - light, shadow, ice, steam, lightning, thunder, rain, silver, gold, titanium, iron ... whatever.
- How is it significant to your character, and what does it say about that character?
- If you could pick one playing card (standard playing deck, Tarot, or whatever you think would best fit) to represent your character, what would it be, and why?
- (If NOTHING would fit, that's fine.)
- If your character had a "totem animal," real or mythic, what would it be, and why?
- If you could pick a famous character of myth or legend that would be a sort of "guardian spirit" or "ancestor spirit" or "spiritual mentor" for your character, who would it be, and why?
- What's your character's birthday? What Chinese Zodiac animal would he be born under? What would his Zodiac sign be? Is there any significance to any of these, or is it completely random?
- Does your character have a favorite food? A favorite number? A favorite color? A favorite "classic movie"? (Anything present day is going to be old by the time of this setting. Feel free to make up sequels or new movies if you need to.) A favorite ____?


Revision [42]

Edited on 2008-07-09 23:18:30 by ConradWong
Additions:
=====Basic Character Details=====
- Name
- Ethnicity
- Physical Appearance
- Distinctive Outward Characteristics
- Age
- Statistics (as per Savage Worlds Test Drive rules)
- Profession
- Hobbies/Special Interests
- Carried Gear (things you'd likely have when Things Happen)
- Personality, Beliefs, Code of Ethics, other behavioral guidelines
- Personal Goals
- Marital/Romantic Status (single, married, engaged, divorced, single parent, etc.)
=====Character-Building Questions=====
- If you could pick one "element" that would best fit with your character, what would it be?
- Fire, water, earth, air?
- Or, for the daoist elements, fire, water, metal, wood, or earth?
- Or of the Bagua (trigrams), fire, earth, lake, sky/heaven, water, mountain, thunder, or wind?
- Or make up an "element" - light, shadow, ice, steam, lightning, thunder, rain, silver, gold, titanium, iron ... whatever.
- How is it significant to your character, and what does it say about that character?
- If you could pick one playing card (standard playing deck, Tarot, or whatever you think would best fit) to represent your character, what would it be, and why?
- (If NOTHING would fit, that's fine.)
- If your character had a "totem animal," real or mythic, what would it be, and why?
- If you could pick a famous character of myth or legend that would be a sort of "guardian spirit" or "ancestor spirit" or "spiritual mentor" for your character, who would it be, and why?
- What's your character's birthday? What Chinese Zodiac animal would he be born under? What would his Zodiac sign be? Is there any significance to any of these, or is it completely random?
- Does your character have a favorite food? A favorite number? A favorite color? A favorite "classic movie"? (Anything present day is going to be old by the time of this setting. Feel free to make up sequels or new movies if you need to.) A favorite ____?
Deletions:
Name.
Ethnicity, Physical Appearance, Distinctive Outward Characteristics, etc.
Profession.
Hobbies/Special Interests.
Defining Personality Characteristics and Moral Outlook.
Whatever Else You Can Think Of That You Think is Relevant.


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The oldest known version of this page was created on 2008-06-25 23:56:17 by ConradWong
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