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Veteran of Savage Worlds

 
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Clash957
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Joined: 04 Jul 2010
Posts: 227
Location: Tacoma, WA

PostPosted: Tue Apr 10, 2012 11:07 pm    Post subject: Veteran of Savage Worlds Reply with quote

I always liked the Veteran o' the Weird/Wasted West Hindrance from Deadlands and wanted to allow players the chance to take it for most settings if they choose. Here is a rough idea for a Veteran of Savage Worlds to cover most settings:

Veteran of Savage Worlds
The character chooses to gain 5-25 XP at the start of the game. For each 5 XP they Roll 1d6-1 up to 5d6-5. This number is compared to a table that the GM has. Be warned the results typically get worst the farther up the table (including death). These results are placed after the initial character is built as some Hindrances will void certain Edges.


Game Master's table
Veteran of Savage Worlds
0= The character got lucky and hasn't had anything too bad happen yet.
1= some minor battle scars maybe a trick knee but nothing too bad yet.
2= Minor Phobia as per Hindrance
3= Minor Enemy as per Hindrance
4= Wanted (Minor) as per Hindrance
5= Minor Addiction as per Hindrance
6= Major Phobia as per Hindrance
7= Bad Luck as per Hindrance
8= Major Debt, the character has Poverty Hindrance and owes money/favors to another person or organization.
9= Major Enemy as per Hindrance
10= Wanted (Major) as per Hindrance
11= Paranoid, the character jumps as their shadow (-2 Charisma and Notice)
12= Diseased, the character has a incurable occasionally debilitating disease that is potentially fatal. (Vigor at beginning or Fatigued)
13= Double Bad Luck, Only starts with one Benny at beginning of session.
14= Insane, character has some sort of mental illness that makes interactions difficult (-4 Charisma and behavior problems)
15= Mauled, Character was badly hurt and has Ugly and Lame Hindrances
16= Deaf as per Hindrance
17= One Arm as per Hindrance
18= One Leg as per Hindrance
19= Blind as per Hindrance
20= Yellow as per Hindrance
21= Reduce two skills at random one step
22= Reduce one Attribute one step
23= Forsaken, the character starts with no Bennies
24= Paraplegic
25= Make a new character this one is dead

I wanted the Hindrance to be sufficiently nasty as to not be automatic (as I believe Vet o' WW is) but not so bad that no player in their right mind would take it. Input?
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Edgeworth
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Joined: 01 Oct 2007
Posts: 135
Location: Kouvola, Finland

PostPosted: Wed Apr 11, 2012 6:14 am    Post subject: Reply with quote

I too like VotWW and overall this looks okay. I like the player choice for how much exp he'll get. As for the things I don't like; it feels somewhat dull that most of the penalties are Hindrances. If I were to use this, I'd probably tailor it for the setting to get some interesting Veteran Table results. Also, I'd change that result of 25. I just don't find it fun or purposeful to kill a character before he has had that chance to shine in game. How about Terminally Ill Hindrance as per Necessary Evil or Ailin' (Major) as per DLR?

Those complaints left behind, good job.
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Sadric
Veteran


Joined: 10 Jul 2003
Posts: 994

PostPosted: Wed Apr 11, 2012 7:39 am    Post subject: Reply with quote

There are some more Hindrance that arent in the main rules, especially Dependent (spelling?) comes to my mind. A children or similiar charge.

Something like (bad) reputation comes to mind, too.
And maybe the first one or two entrys could even be positive.
Something like:

Windfall:your starting money is doubled.

Family heirloom:
You have one exceptional tool/weapon that gives a minor advantage (old map=story hook, exceptinal weapon with damage bonus die=d8, bibliothek gives+2 on knowledge rolls)



A other idea would be to connect it to card drawing. each 5 XP is one card draw. each facecard is a different table, connected to the suite of card or a die roll. Jocker could be positive.
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ValhallaGH
Legendary


Joined: 25 Apr 2010
Posts: 4455

PostPosted: Wed Apr 11, 2012 8:05 am    Post subject: Reply with quote

Edgeworth wrote:
I'd change that result of 25. I just don't find it fun or purposeful to kill a character before he has had that chance to shine in game.

You could always do like the HOE Veteran of the Weird West table (the one that said your PC is over 200 years old) and have an entry that says "You've been mauled and your arms and legs are permanently maimed." Congratulations, you're playing a quadriplegic. Twisted Evil
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Clash957
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Joined: 04 Jul 2010
Posts: 227
Location: Tacoma, WA

PostPosted: Wed Apr 11, 2012 7:25 pm    Post subject: Reply with quote

Edgeworth wrote:
I too like VotWW and overall this looks okay. I like the player choice for how much exp he'll get. As for the things I don't like; it feels somewhat dull that most of the penalties are Hindrances. If I were to use this, I'd probably tailor it for the setting to get some interesting Veteran Table results.


I agree with you but, 25 items is allot, and I had a hard time coming up things that would be general enough to apply to multiple genres and settings as well as giving the GM as idea of the sliding scale of badness of the Hindrances (None, Minor Hindrance, Major Hindrance, Bad Major Hindrance, Messed Up, and lastly Sadistic). By all means, I would like better options that the ones I listed.

Edgeworth wrote:
Also, I'd change that result of 25. I just don't find it fun or purposeful to kill a character before he has had that chance to shine in game. How about Terminally Ill Hindrance as per Necessary Evil or Ailin' (Major) as per DLR?

Those complaints left behind, good job.


You are right of course, but result 25 is me having a bit of fun with a Traveler RPG call back of your character being able to die during character gen. Of course, if I was the player that rolled five 6s with 5d6 with low being good during character gen, I would take it as a sign this character doesn't have long to live anyway.

My feeling is that after about result 15 (that is 3 Advances minimum) the effect should be either a really nasty Hindrance or a couple Hindrances grouped together. But I'm a cruel GM I guess. Maybe Terminally Ill with Ugly reflecting an adventure gone really bad for the character? Or quadriplegic like Vallahalla suggested.
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Thunderforge
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Joined: 24 Sep 2009
Posts: 927

PostPosted: Wed Apr 11, 2012 8:30 pm    Post subject: Reply with quote

Since Fear takes a backseat in most Savage Settings, I think that Yellow should be moved down to the single digits.
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Edgeworth
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Joined: 01 Oct 2007
Posts: 135
Location: Kouvola, Finland

PostPosted: Thu Apr 12, 2012 5:36 am    Post subject: Reply with quote

Sadric wrote:
And maybe the first one or two entrys could even be positive.
Something like:

Windfall:your starting money is doubled.

Family heirloom:
You have one exceptional tool/weapon that gives a minor advantage (old map=story hook, exceptinal weapon with damage bonus die=d8, bibliothek gives+2 on knowledge rolls)


If boons were to be included in the list, I wouldn't put them in those first entrys since that'd mean everyone would just take 5 exp and a freebie. Instead, how about having those positive effects at the end of the list? A player takes 25 exp and starts rolling those dice, fearing for the worst. Fortunately for him, he rolls five sixs and not only does he get 25 exp, but a *roll d20 for an another table* Epic First Aid Kit of Dragonslaying +3!

As for those new entrys to replace Hindrances, how about:
-Soul Sympathy: You have looked into the eyes of death and tasted its pain. Whenever you deliver the deathblow to a creature (such as humans, dogs, abomination, etc.) you fall to the ground in agonizing pain and are Shaken.
-Slow Learner: Perhaps you’ve been Kicked in the head by one too many mules, or book learning never was your style. Every time you increase a skill, it counts as raising it above the linked attribute.
-Forsaken: Long ago, you did something horrid to survive your encounter with the supernatural. Ever since, the spirit world wouldn’t aid you on a bet. No beneficial supernatural effect works on your character. Bad magic fries you normally. If no supernatural elements are in the setting, doctors trying to heal you get -2 on their Healing rolls.
-Black Magic Pact: For some reason whether on purpose or by accident youmade a pact with the powers of darkness. You must commit an evil act once per session or gain no experience.
-Shattered Nerves: You're no longer a people person, whenever you make an opposed roll versus Persuasion, Taunt or Intimidate you have -2 to your resist check.
-Ravenous: You’ve spent many days without food. You’re always hungry and can only eat fresh meat or else you will sicken and die.

There's more where that came from. That is, from the Veterans o' the Weird West By Horace Black for the Deadlands Classic. As if I could come up with this kinda stuff on my own Laughing
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77IM
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Joined: 23 Jun 2009
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Location: Austin, TX

PostPosted: Thu Apr 12, 2012 7:44 pm    Post subject: Reply with quote

I like this a lot.

I feel that the upper ends of the chart should be harsher, giving out at least 2-3 hindrances apiece. This will offset that the player is getting as many as 5 advances! Maybe:
1-5: a minor hindrance
6-10: a major hindrance, or two minors
11-15: a major+minor hindrance, or three minors
16-20: two major hindrances, or one major+two minors
21-25: three major hindrances

I'd make the top item (#25) say, "Roll again twice." Twisted Evil

EDIT: Remember that 5d6-5 is going to be roughly normally distributed so results should cluster around 12-13. The odds of getting a 25 are only 1 in 7,776, and the odds of 21-24 aren't much better, so those top items can be kind of bad.

-- 77IM
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