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Acknowledgements:
Social
Charisma
Leadership
Various Feats
Oratory
Persuasion, Taunt
Spacesuit
Space
Speak
Common Knowledge, Feats
Stoic Body
Various feats
Stoic Mind
Various feats
Streetwise
Streetwise/Etiquette
Survival
Survival
Tech Redemption Repair (Mundane, Tech and
High Tech)
Savage Worlds Core System –
http://www.peginc.com/
SLA Industries –
http://www.voidstate.com/rpg/
Fading Suns ‐
http://www.fading‐suns.com/
Version
0.6 – 27 March 2008
Skill Table
Think Machines
Tech
Fading Suns skill
Savage Worlds skill
Throwing
Throwing
Charm (Dupe, Haggling,
Seduction)
Charisma, Persuasion
Torture
Intimidation
Tracking
Tracking
Dodge
Parry
Warfare
Various feats
Fight
Fighting
Xeno‐Empathy
Feat.
Impress (Dominate,
Intimdate, Show off)
Intimidate, Taunt
Melee
Fight
Observe
Notice
Tech Redemption=Repair: Mundane.
Shoot
Shooting
Feat: Tech RedemptionTech
Sneak
Stealth
Vigor
Athletics, Climbing, Vigour
Req: Seasoned, SM d6, Tech Redemption d6, Guild Traini ng.
Academia
Knowledge‐Academia, Arcane
Backgrounds.
You are now trained in the current technology of your era,
allowing you to work on advanced technological devices that
are still in everyday use.
Acrobatics
Athletics, Acrobatic(Feat)
Alchemy
Knowledge‐Alchemy
Archery
Shooting
Feat: Tech RedemptionHigh Tech
Artisan
Persuasion, Charisma
Req: Veteran, TR‐Tech, SM d8, Tech Redemption d8. Guild
Training.
Arts
Knowledge‐Arts
Beast Lore
Knowledge‐Beasts
Bureaucracy
Bureaucracy (from SLA)
You are now trained in very advanced, alien and lost
technology.
Combat Actions
Martial Arts (Feat)
Crossbow
Shooting
Feat: Tech Redemption Think
Machines
Disguise
Stealth, Performance
Drive
Drive, Pilot, Charioteer
Empathy
Notice
Req: Seasoned, TR‐Tech, Rigging d6, SM d6, Guild Training
Etiquette
Etiquette, Feats, Streetwise.
Knowledge of the use and function of Think Machines.
Focus
None
Gambling
Gambling
Feat: Master Engineer
Inquiry
Investigation
Req: TechRed d10, SM d8, Guild Training, Veteran
Knavery
Persuasion
+2 to Tech Redemption rolls.
Lockpicking
Stealth, Tech‐Redemption
Lore
Common Knowledge
Feat: Tech Specialist
Performance
Performance
Physick
Healing, Feats
Req: TechRed d8, SM d8, Seasoned, Guild Training
Read
Common Knowledge, Feats
You have specialized in one of the following Tech areas: Volt,
Mechanical, Think Machines (must have TR‐TM), High Tech
(must have TR‐HT), Mundane. Feat may be taken more than
once to gain extra areas. You gain +2 to rolls in your area of
expertise.
Remedy
Healing
Ride
Riding
Science
Knowledge
Search
Notice
Sleight of Hand
Stealth
Feat: Master Performer
Space
: use of space suits, space survival, zero‐g maneuvers,
usage of ship systems and other space or spaceship related
tasks.
Requirements: Seasoned, Performance d6
Gives the character +2 to Performance rolls with a selected Art.
Feat may be taken repeated times for extra Arts
Rigging:
used for cyberspace skills and Think Machines.
Performance:
performing arts.
Feat: Virtuoso
Etiquette = Streetwise, modified:
knowledge of protocol,
custom, behavior, rituals and other details of interaction with
your peers. Interaction with others, such as Noble Houses/
Church Sects/ Guild Houses is at ‐2 by default (or worse if they
are really weird) unless you are a member of that group (you
don’t come with the right toolkit).
Requirements: Veteran, Master Performer, Performance d8
Gives the character +4 to Performance rolls with performing art
specified by Master Performer Edge.
Feat: Faction Link.
Charioteer:
used for piloting spaceships and knowledge of gate
use.
Req: Etiquette d6, SM d6, House training
Knowledge of the details of the selected faction, cancels any
negatives to any interaction rolls with respect to the target
group selected. If all negatives have been cancelled by other
means,this feat will give a +2 bonus instead. Factions can be
things like: Noble House, Church Sect, Guild House, social group
(workers), racial group etc.
TwoWeapon Fighting
Extra Off Hand penalties: recommend you use the extra harsh
off hand penalties option as suggested in SLA Industries. Off
hand ‐2 hit AND damage. All weapons require one extra level of
STR in off hand.
Feat: Diplomat
Edges PrimaryHand Off Hand/Teeth/
Req: Etiquette d6, SM d6, Seasoned.
Biogenetic Quill
Cancels upto 2 pts of negatives when used with any interaction
roll due to factional bias or outright hostility.
None
-2
-6
Ambidexterity
-2
-4
Feat: Master Diplomat
Two-Fisted
0
-4
Ambidexterity
Req: Etiquette d8, SM d8, Veteran, Diplomat.
and Two-Fisted
0
-2
+2 to interaction based rolls using Etiquette
Feat: Stoic Mind
Force Shields:
Are a High Tech device that generates a Deflection or Armour
effect, depending on the type of shield (this can be reset with a
successful Tech Redemption‐High Tech skill roll). They are
charged and use 1 pt per hit. They use a fusion battery which
can be replaced but requires a standard Tech Redemption‐Tech
roll (yes replacing a battery reqs a trained tech, get over it!).
Various trainings in strengthening the mind, +2 to resist mind
based attacks, taunt and intimidation.
Feat: Stoic Body
Various trainings in preserving the body and controlling its
responses to the outside environment. +2 to survival rolls, may
ignore one level of Fatigue penalties.
Armour 8/16: this means the shield will trigger if the damage
done is at least 8 pts and upto 16 pts. If less than 8 it does not
kick in and thus will allow must humans to be stunned. If the
damage exceeds 16 the shield is overpowered and fails to stop
any damage over that value, but still expends a charge.
Feat: Geek
Req: Rigging d6, Novice, SM d6
You are naturally gifted in using Think Machines, gain +2 to
Rigging skill rolls.
AP has no effect on Force Shields.
Personal Shields: 2 def, 8/16 armour – 10 charges
Feat: Super Geek
Dueling Shields: 2 def, 8/16 armour – 15 charges, concealable.
Req: Rigging d8, Seasoned, SM d8
Assault Shields: 4 def, 8/24 armour – 20 charges – can be worn
over most armours, not plate
You are the TechGuy! +4 to Rigging rolls.
Battle Shields: 4 def, 8/32 armour – 30 charges. With any
armour.
New Skills
Bureaucracy
(from SLA): skill in handling exactly that.
Burnout and Leaking
Draw an extra Adventure Card
Shields are designed to stop single small impacts, multiple
impacts at the same time, or a broad area impact, may cause it
to burnout and fail for one round. When a shield suffers such
an attack roll a d6, on a 1 or 2 to shield works against this
damage but fails for one whole action after that. If a shield fails
roll again, a 1 indicates a total failure and the shield needs
repairs before it will work again.
Play an extra Adventure card
Draw a new action card
Soak off wounds.
Incite a Passion.
Generate 3PP for Psi or Theurge.
Weapons that are indicated as being able to leak through a
shield roll a d6 for each wound that would have been inflicted
had the shield not stopped it. FS weapons that needed 1‐2 will
still inflict a wound on a 1‐3. FS weapons that needed a 1 need
to roll a 1‐2.
Storyline grabs.
Wyrd Edge (Background)
Players may increase their carryover limit by one for each time
they take this edge.
Access normal damage first, then apply leak damage.
Modifying Shields
Psi
You can modify an Energy Shield to customise its values from
the standard 8/16, to say 10/18.
Adjusting the lower end shouldnt be a big problem, straight
TR/High
Tech rolls vs 4 + 2/pt.
‐A fumbled roll destroys it.
‐A natural roll of 1 breaks it.
‐A failed roll (less than 4) means that shield cannot be adjusted
ever
‐An unsuccessful roll means you cannot adjust this device until
your skill values improve or you gain fresh insight.
At the higher end it probably should be more difficult. 4+4/pt
Arcane Background ‐ Psi
Skill: Psionics.(Smarts)
Starting power points: 10.
Starting Powers: 3 choices.
Players start with access to one of the following arts, except
Omen. As an Edge choice they may gain a new ART or a new
POWER in an ART they already have. At start they have 3
choices, which they can expend in new ARTs or existing powers.
Eg: George is a Psionic, he begins with Far Hand and has a
further 3 choices. He takes Barrier and Stun and the new ART of
SOMA.
Extra templates:
A huge template is one level bigger than large, a gigantic
template is one level bigger than huge.
Far Hand (Psychokenesis)
Barrier.
Shield (New): (3/1) the user is considered to be equipped with
a physical shield in their off hand.
Wyrd = Bennies
Stun.
Burst.
Passions
Bolt (Seasoned)
Inciting Passion is done with the SPIRIT characteristic. Spend a
wyrd to roll vs Passion. (p104). Passion will give the player +1
per success and raise to a nominated skill roll for the duration
of the event. Fail and get ‐1, fumble and get ‐2 to ALL rolls. A
passion target must be a valid reason/cause to arouse you, this
can be reflected in some of your hinderances.
Telekinesis (Seasoned)
Fly. (Veteran)
Trapping: transparent but visible, force fields appropriate to
the task performed.
Extras
Omen (Veteran)
Players all begin with 3 wyrd per session. They may carry over
wyrd points to the next session to a limit of 2.
Decipher
– (SFWBT)
Wyrd can be used for the following:
Postcognition
(SFWBT)
Trait rerolls.
Precognition
(SFWBT)
Object Reading
(SFWBT)
Speak with the Dead
(Heroic)(3/1) – the user is able to ask
questions in a similar manner to Decipher, one question and
answer per round on a successful Smarts roll, two with a raise.
Questions and answers should be short and to the point or the
GM may rule they go over multiple rounds (say 15 words). If
the dead is hostile to the caster all rolls are contested. A
majority of the dead persons corpse must remain for this spell
to work, and they must have been able to talk, and languages
count.
Enviromental
Protection
Leaping
. (SFWBT)
Speed
.
Coma
(Veteran)(3) – the user is able to drop their body into a
coma state, lowering heart rate and breathing to almost
nothing, extending life upto x10 longer than can be expected (a
raise gives x20). This can be enacted to prevent death as long
as they don’t die instantly.
Trapping: eery light effects wash over the user and anything
they hold.
Trapping: healthy glowing and bulging body.
Psyche
Sympathy
Empathy
(SFWBT)
Bonding
. (Veteran) (2): anyone within touch range of the caster
when cast counts as having Common Bond feat with him for
the rest of the event.
Telepathy
(extreme range mods)(3/1)
Confuse the Mind
. (SFWBT)
Sanctum
(New): (3/1)(New)(Veteran): similar to Sanctuary but
limited to a huge template around the caster. The area must be
prepared, taking at least 10 mins to do so the first time, but an
existing area can be re‐used in mostly intact.
Mind Reading
. (SFWBT)
Probe
. (SFWBT)
Forget
. (SFWBT)
Totem
(New)
Anger/Peace
(Seasoned). (SFWBT)
Coven Bond
(New)
Puppet
(Veteran).
Mind Riding
(Veteran). (SFWBT)
Vis Craft
Mind Rape
(Heroic). (SFWBT)
Vis Eye
(New)(2/1): the user is able to see significant electrical
flows in an area around him, small template. For an extra 1pp
each, at casting time the template can be enlarged one. He
must close his own eyes to do this and counts as blind while
maintaining the spell. Micro voltage, such as brain activity etc
cannot be seen. Each round the power is active they may trace
one power flow to its logical (simple) ends, upto a range of
SMx10. Thus the initial area sets what paths he can see, then he
may try to trace them one at a time. The GM may allow clues
based on their Tech Redemption skills.
Mind Swap
(Legendary). (SFWBT)
Trapping: static field effect around user, makes hair stand up,
static shocks on touch
.
Sixth Sense
Clairvoyance
(extreme range mods)(3/1)
Darksight
. (SFWBT)
Viz Shock
(Stun)
Detect/Conceal Powers
Viz Bolt.
Alertness
(2/1 as Feat).
Viz Blast
(Seasoned).
Clairaudience
. (extreme range mods)(3/1)
Viz Burst
.
Mind Riding
. (SFWBT)
Viz Shield
(Deflection.)
Stun
(Veteran)
Viz Flow
(New)(3/1) The caster is able to channel energy from
one source to another without taking undue damage to
themselves. Eg: they can channel energy from a fusion battery
to another fusion battery, or from a battery into a gun to allow
it to fire. Do it in this fashion would count as a multiple action.
The amount of energy that can be transferred safely is one
charge per round, a charge being what is used by a normal
device. Larger devices may be charged but would require a
raise, failure to get the raise means insufficient energy is
transferred and pretty much wasted.
Trapping: eyes glow ala Stargate
Soma
Armour
.
Smite
.
Quickness
. (Seasoned)
Boost
(Attributes only)
They may also attempt to channel incoming energy attacks
whilst the power is running. In this regard the power acts as an
energy shield (8/16) vs energy attacks only, on a normal
success. On a raise they may take some of that incoming energy
and store it into a battery in their possession, equal to one
charge, although they still suffer any damage inflicted (real
Energy shields stop energy penetrating so that part cannot be
used).
Ice Burst
.
Ice Armour
.
Ice Barrier
.
Environmental Protection
– Cold.
Trapping: Cold, frost on body
.
Primal Vis.
(Heroic)(New)(3) The caster can tap to unseen
powers of the universe and convert them into Wyrd, one point
per success or raise. This can only be done once per session. A
natural skill roll of 1 will result in psychic feedback, they lose all
bennies held.
Bedlam
Smite
.
Forced Entry
(3/1)(gain AP). Method/object of attack gains AP
ability, +2/+4
Vis Drain
.(Veteran)(New)(3/1) The caster is able to cut off the
flow of power to a device or system that they can touch, or
they can see by using the Viz Eye power. Each round they may
cut off one system, and each success or raise allows them to cut
off more systems. Eg a roll of 12 would allow 3 systems to be
cut, one per round.
Confusion
.(Veteran) As Stuns template around self.
Quickness
. (Seasoned)
Smash
(new). (5) Attacks vs objects. (See Breaking Things p65)
Attacker does damage to the object equal to their ST+Psionics
(no raises). Touch attack range.
Trapping: electrical discharges.
Deflection
.
Pyrokinesis
Scream
. (Heroic) As Blast but always centred around self.
Trapping: vocals, dancing and waving
Ignite
(2): user can cause a normally flammable object to catch
fire.
Fire Bolt
.
Visioning
Fire Blast
.(Seasoned)
Visioning works with the 6 senses: sight, sound, smell/taste,
touch, motion and force.
Fire Burst
.
Light.
The target of an illusion gains a SMs roll to see through it as
long as they have a reason to doubt it. This SMs roll is vs the
casters Psi roll. Once an illusionist is discovered all future
attempts are at +2 (the viewer can spot them more easily) for
the rest of the event. Doubt can be transferred to others by
communication. Once seen through an illusion has no further
effect for that individual.
Fire Barrier
.
Enviromental Protection
– Fire/Heat
Immolate.
(Veteran): the caster generates a field of flames
around themselves (small template), anyone within that area
must roll to see if they catch fire.
Motion
allows moving illusions, within their area of effect.
Force
: allows illusions to enact real ST based effects equivalent
to the casters ST dice type. Eg an imaginery thrown axe with
sight, motion and force can fly through the air and hit a target
with a ST equal to the casters ST dice type. IT would do so
silently however, which might be Noticed.
Trapping: fire around hands, smoking hair etc
.
Cryokinesis
Touch
is reactive to actions, Force is proactive.
Chill
: (2) user can freeze small packages, upto about 5kg, good
for preserving food etc.
Trick
(2): a small illusionary trick is performed with sight and
sound, lasts only momentarily.
Slow
. (Veteran) (3/1) The target is limited to one action per
round, either moving or making an attack. Anything else counts
as a multi‐action activity and gains the ‐2 penalty. Normal
multi‐action activities are not possible. The spell can be resisted
at casting by comparing the spell casting roll to the targets VG
roll. If the caster gains a raise than the target is also stunned.
Image
(3/1): a static 3D visual image is created. The cost of this
spell is for a small template, add +1 to the powerup cost for
each increase of template size upto maximum allowed. medium
template.
Minor Illusion
(4/1): 3 senses (large template) The cost of this
spell is for a small template, add +1 to the powerup cost for
each increase of template size upto maximum allowed.
Ice Bolt.
Ice Blast
.(Seasoned)
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