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Venatus Vinco
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Game Information

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SAVAGE DRESDEN FILES
A Savage Worlds Roll20/PbP Hybrid set in the world of The Dresden Files

SETTING RULES
  • Dynamic Backlash: A Critical Failure on an arcane skill test forces the player to roll on a special table with various chaotic results.
  • More Skill Points: Player characters in advanced or specialized settings start with 15 skill points
  • Hard Choices: The GM’s characters only get Bennies when the heroes spend their’s.
  • Damaged Goods: Your character has seen more and done more than a normal hero. You start as seasoned but the GM gets to add one hindrance that makes sense for your character. The question is do you trust your GM?
  • Hard Boiled: Wild Cards without armor add +2 to their Soak rolls.
  • Convenience: All characters know each other and have worked together before on occasion. You don’t necessarily have to like each other.
RESOURCES REQUIRED CHARACTER CREATION
  • Standard
  • Rank: Seasoned
  • Races: Non-human races are possible but subject to GM Approval
  • Arcane Backgrounds Available: Magic, Miracles and Gifted
ROLL 20
This group includes one Roll20 session per quarter. Session dates will be worked out each quarter but will generally be on a Friday from 8:00PM - 12:00 AM EST.
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Re: Game Information

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Game Info

Game Date: December 27, 2018
Game Start: 8:00 PM EST
Discord Chat Channel

Roll 20 Link Savage Dresden
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Re: Game Information

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Sidhe
Seelie or Unseelie Fae
  • Seasonal Temperament (Choose one)
    • Cold and Calculating (Unseelie; -2): The Fae of the Winter Court are cruel and calculating. They gain the Bloodthirsty edge.
    • Vengeful (Seelie; -2): The Fae of the Summer Court are passionate and gain the Vengeful (Major) Hindrance.
  • Glamour (+3): Sidhe are have powerful glamours which they use to great effect. Begin with Arcane Background (Gifted) with the disguise power as an additional power.
  • Silver Tongued (+2): The Sidhe are wickedly cunning and begin with the Charismatic Edge
  • Spirited (+2): Sidhe begin play with a d6 Spirit die instead of d4, and its maximum is increased to d12+1.
  • Tell No Lies (-2): The Sidhe are bound by their word. They may not tell a lie without dire consequence. They are, however, masters of twisting words to their whim. Sidhe gain the Vow (Major) Hindrance.
  • Weakness (Cold Iron; -1): All Fae are vulnerable to the effects of Cold Iron. They suffer a -4 penalty to resist Cold Iron (such as breaking Cold Iron bonds). Cold Iron also deals +4 damage to all Fae.
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Re: Game Information

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Red Court Infected

No Restraint: When in combat the infected is overtaken with the lust for blood. He cannot stop himself from killing as his vampiric blood pushes him to feed.

Hot Blooded. Red Court Infected can use the vampiric blood running through their veins to do things no normal human could dream of. They begin with 10 Blood Points and the Blood skill (Focus) at d6. On a successful Blood roll they can do any of the following
  • Do superhuman feats using boost trait (self only) to increase Agility, Strength, or Vigor and linked skills.
  • Use their addictive slavia to activate puppet on a victim with a successful Touch Attack
  • Heal wounds using the healing power
The Hunger: Whenever an infected uses their Red Court abilities they risk succumbing to the need to feed. After each moment spending Blood Points (power points) the infected must make a Spirit check or suffer a level of fatigue. If she becomes incapacitated by fatigue the hunger overcomes her and she becomes berserk with blood lust and under the control of the GM until they recover one Blood Point. Fatigue recovers at the same rate as Blood Points.
Breakdown
Power: (AB Gifted, boost trait, puppet, healing. Skill Blood.) (-6)
Habit (Major) (+2 Points)
Bloodthirsty (Major) +2 Points
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Re: Game Information

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Human Talent
Some humans are born with natural talent for magic, while it can certainly be cultivated you either have the gift or you don't.
  • Magical Potential: Talents begin with Arcane Background (Magic), 10 Power Points, and 3 powers. They must learn the necessary skills to use these abilities (2 points).
    Slow Ageing: Talents are sustained by their magical energies helping them to recover more quickly from injury and age more slowly than normal humans. They add +2 to Vigor rolls for natural healing, and check every three days instead of five. Naturally healed wounds leave no scars or marks. Talents also live for hundreds of years unless killed prematurely (2 points)
    Bad Mojo: Mystic energy and advanced technology don't mix. The character's presence has an adverse effect on all technological devices (generally anything newer than 1945) within a Medium Burst Template. Simple to moderately complex devices just stop working within 1d4 rounds. Complex devices lose a random subsystem, determined by the Game Master (-2 Points)
Racial Edges
  • Hex (Seasoned, Spellcasting d8): By expending 3 power points a Wizard can use her bad mojo to purposely target any electronics device within 12" by making an arcane skill roll.
    Soul Gaze (Novice, Spirit d6): Trained wizards can lock eyes with anyone and enter a Soul Gaze. This is a two-way look into the true essence and nature of a person. A wizard never forgets what he sees in a Soul Gaze. However, those caught in a Soul Gaze also learn much about the wizard. The effects of the gaze are role played between the player and the target. A wizard can only Soul Gaze with a person once.
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Re: Game Information

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Werewolf

SPC
Wolf Form (5): Use super powers companion (2), shape change (4), limitation single form (-1). Use stats for Dire Wolf.
Regeneration (3): Natural healing roll once per day. Can recover permanent injuries.
Natural Predator (-2): Has the Bloodthirsty hindrance.
Pack Mentality (-2): Is obligated to her pack and must obey pack leader (Vow Major).

SWADE Racial
  • Wolf Form (2): AB Gifted. 1 power (shape change). 15 PP.
  • Regeneration (3): Natural healing roll once per day. Can recover permanent injuries.
  • Low Light Vision (1): Reduce darkness penalties
  • Natural Predator (-2): Has the Bloodthirsty hindrance.
  • Pack Mentality (-2): Is obligated to her pack and must obey pack leader (Vow Major).
Special (Shape Change Trappings)
  • Limitations: aspect dire wolf only, never larger or smaller (-2 to activate).
  • Modifiers: automatic raise effect. Seasoned ability (+2).
  • Rank: Power increases in duration by 5 rounds for each rank rather than size type.
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