Setting Change

Locked
User avatar
Venatus Vinco
Bronze Patron
Bronze Patron
Posts: 2530
Joined: Sat Jun 11, 2016 3:30 pm

Setting Change

Post by Venatus Vinco »

FALLEN
Fallen is a modern urban fantasy setting where fallen angels prey upon an unsuspecting humanity. Characters are people from all stations in life and all manner of beliefs who have had their eyes opened to the spiritual realities around us and have taken up the cause against the Fallen. Heroes can be any type of profession who finds themselves suddenly clued in: Drifters, moving from place to place helping those in need, paranormal detectives who assist the police in cases too fantastic to believe, special agents of the government or religion tasked with hunting down and stopping supernatural threats, conspiracy theorists, bloggers, or anyone else unable to unsee what they have seen.

PLAY TEST
This is a play test of a mini setting. It will last a few quarters including a live session once each quarter with intervening play-by-post contributions. The play test document for setting rules, character creation, etc. is available via PM from Venatus Vinco. The end result will be a mini-setting document with accompanying adventure to be publish as a SWAG product. Players will contribute to stress testing the various edges and hindrances and interacting with the world to reveal where more work is needed.

RESOURCES REQUIRED
  • Savage Worlds Adventure Edition
  • Access to Play Test Google Doc (PM to Request)
  • Access to Roll20 (once per quarter)
CHARACTER CREATION
  • SWADE Standard per Play test document
  • Rank: Seasoned
  • Races: Humans only...although if after reading the document you have an idea talk to the GM
  • Arcane Backgrounds Available: See Play Test Document
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.

HANGOUTS
Join the Conversation
Signature
Didn't have a signature but wanted the 1 EP for using OOC tags!

User avatar
Pender Lumkiss
Diamond Patron
Diamond Patron
Posts: 3469
Joined: Thu Mar 09, 2017 9:00 pm

Re: Setting Change

Post by Pender Lumkiss »

Looks good. Count me in. Some kind of blogger.
Field Team Six Bennies
3/6

User avatar
Pursuit
Game Master
Posts: 943
Joined: Thu Jan 04, 2018 9:21 am

Re: Setting Change

Post by Pursuit »

In. Working on my concept, but likely a relic bearer.

User avatar
Ndreare
Savage Siri
Posts: 3821
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: Setting Change

Post by Ndreare »

This sounds so awesome. I imagine you really need a great big brute in this game right?


I will even make time on Friday nights for roll20, because my wife is going back to school this fall.

Phase World - The Remorseless Game Master Bennies 5; Mission: Get Revenge on Durrack
  • +6 Players
    +1 Sidekicks (Not counting Rust Bucket who is temporary out of play)
    -2 Benny for Special Ritual & Extra Effect
    +2 Jokers in turn 1 of Big Battle
    +1 Joker again
    -1 reroll not to fly away
    -1 Reroll to hit Sa'Maku in vengeance
    -1 Reroll to damage Sa'Maku in vengeance
    -1 New Card for Debrek to go before Thissok

Nightbane Game Master Bennies 4, Murder a man at his place of business]




Code: Select all

[b][color=#BF0000]Initiative without rerolls.
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions.
[list][*][b]Quick rerolls 16 or less[/b]
[*][b]Quickness with a Raise rerolls 24 or less (SWD only)[/b]
[*]53, 54, 55, 56 are considered Jokers
[*]Cards divisible by 4 are considered Clubs for hindrances affected by Clubs (excepting 56 which is a joker).[/list][/color][/b]




  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell

User avatar
Ndreare
Savage Siri
Posts: 3821
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: Setting Change

Post by Ndreare »

Here is Brandon
https://savaged.us/s/5bajm3

I will talk to you about gear.

Phase World - The Remorseless Game Master Bennies 5; Mission: Get Revenge on Durrack
  • +6 Players
    +1 Sidekicks (Not counting Rust Bucket who is temporary out of play)
    -2 Benny for Special Ritual & Extra Effect
    +2 Jokers in turn 1 of Big Battle
    +1 Joker again
    -1 reroll not to fly away
    -1 Reroll to hit Sa'Maku in vengeance
    -1 Reroll to damage Sa'Maku in vengeance
    -1 New Card for Debrek to go before Thissok

Nightbane Game Master Bennies 4, Murder a man at his place of business]




Code: Select all

[b][color=#BF0000]Initiative without rerolls.
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions.
[list][*][b]Quick rerolls 16 or less[/b]
[*][b]Quickness with a Raise rerolls 24 or less (SWD only)[/b]
[*]53, 54, 55, 56 are considered Jokers
[*]Cards divisible by 4 are considered Clubs for hindrances affected by Clubs (excepting 56 which is a joker).[/list][/color][/b]




  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell

User avatar
Sgt 86Delta
Game Master
Posts: 818
Joined: Sun Oct 15, 2017 4:47 pm

Re: Setting Change

Post by Sgt 86Delta »

I hate violence and arm twisting but I am in.
Sarge's Roles _

GM of a Vauxhall Knights Campaign

Player Characters - Savage Rifts Groups
  • Architect, Chaing-Ku - Vampire Hunters
  • Silverclaws, Wolfen MARS Techno-Warrior - 18th COT
  • Xero X Kalvin, Psi-Stalker Chiller (Burster Variant) - 12th AAT
  • Doc Olliday, D'Norr Cyber Doc/Weird Scientist - 24th COT
  • Luke, In'Valian MARS Rogue Scholar/Super Scientist - 77th CIT
  • Asher Black, Human Information Broker - Level 4: Shattered Dreams
  • Ozzati, Trimadore Techno-Wizard - 7th SET
  • White Castle, Human MARS Rogue Scholar/Legacy Scout - The 32nd
Player Characters - Savage Dimensions
[*]

Locked

Return to “Fallen (SWADE)”