Ok so I think I've found out something very recently that is true for me on the inn. I'm kind of bored with DnD. So, to make up for this I'm going to run a game using the rules system of "Savage Worlds". I know any new rules system is intimidating but I promise you this game is simple to learn yet complex enough to keep you wanting more. It's a perfect blend.
Let me tell you just a bit about the rules. There a generic set of rules that can be used for many different settings ranging from High fantasy, Modern day, and even futuristic space battles. They have rules for everything and they leave the details for their game settings in the supplements that they have. The core rules are like a generic blank slate that you fill in with whatever setting and style you like.
For this game I'm going to offer up to the inn, I'll be using the "Weird Wars 2" setting, a World War II campaign setting with a mix of the supernatural. Some say evil is spread by war, and this isn't any truer than in Weird Wars 2.
One of the examples of what might be "weird" is say you are a squad of Royal Air Force pilots fighting in the Battle of Britain. A good amount of your time will be fighting dog fights against the Luftwaffe and tending to your plane, but on the down time between missions the heroes could be exploring a string of weird sighting or murders through out London, only to eventually find out it's a werewolf that now is hunting them, something like that.
So this game I want to run will take place in September of 1942, the Battle of Stalingrad. You will play as Russian soldiers fresh from the trains, with little or no experience in fighting. Usually there is a requirement for training when you play a soldier in one of the armies of World War 2, but since you are pretty much Russian conscripts you have no requirement. This leaves room for whatever you wish in Character creation.
The only requirement the squad will need is ONE person needs to be an Officer, either academy trained or an NCO.
I know I'm going to have to help probably everyone with character creatin but it's so simple compared to DnD it's not even funny.
There are a few main points during character creation that you need to know.
-You get 5 point to put through out your stats. All stats start at a D4, and there are five stats. Agility, Strength, Vigor, Spirit, Smarts.
- You get 15 points for skills. This is how you'll be doing most things like fighting, shooting, sneaking, and etc. Buying a skill at a D4 is one point, and upgrading it by one die type is another point, unless the linked attribute that goes with it is lower than the number you want. Then it's two points. heres an example.
Ex: Say I want to buy and upgrade the skill shoot. I buy it so I have it, and that means it's at D4. 1 point. I then upgrade it to a D6, the next die type up. 1 more point. But my Agility is only a D6, so if I wanted to up my Shooting to a D8, it would cost two points. for over all 4 skill points.
- Next, there are things called hindrances and edges. Think of Edges like Feats in DnD, and think of hindrances as things you give your character that are bad, but you then get a certain amount of points to buy more edges, skills, or up your attribute. Edges and Hindrances give your character some uniqueness and RP wise make things fun. An example of one edge is "tank hunter" where the character can get extra armor penetration versus tanks. An example of a hindrance is "bad eyes" where they need glasses but then they get enough points to up some of your skills.
You can only buy hindrances at character creation. You can have One major and two minor. A major hindrance gives you two points, a minor hindrance gives you 1 point. OVerall if you take all three, you get 4 points. With 2 points, you can buy an edge, or up an attribute 1 die type. For 1 point you can get more starting money or up a skill die type.
I know a lot of this is going to be confusing but I promise once you get a little into it it's really easy.
So, if you like the idea of RPing in a world war 2 game, playing as Russian soldiers fighting in one of the most bloodiest battles in human history then please jump on in!
Thank you for letting me join. Would I be able to have some medical skill, or does that conflict with marksmanship? I always like having some medical ability because my Pen and paper groups generally get injured fast.
I'll give this a shot, Jozan. I'll even pick up the Officer if you like.
Which books from Weird Wars are you using? I have the following:
Blood Over the Rhine
Hell Freezes Over
Weird Wars II
Weird Wars II - Player's Guide
To be honest, I haven't even opened them yet... so, though I have the books, I don't know the system yet.
Would the Officer be a new conscript as well, or would he have a bit more experience. I've got a "Captain Rex" (Star Wars) idea in mind... but can come up with something different.
Oh sweet, ok yeah well it'll just be the Weird Wars II book you need, but I didn't know there is a players guide, I'll try to get a look at that book also.
There is an edge you can buy called veteran that will let you be an experienced soldier if you want, but if you don't take it you will be a new soldier like everyone else.
And with that we have three people, enough for us to start the game if you'd like. So I will type up the necessary things for making a character and hopefully with a little help we can get characters done.
Or if you'd like, I can make the characters for you, I'm ok with this also
Never forget, 3 was the minimum I wanted but we can take plenty more folks!
• Choose any race available in your setting.
• Your hero starts with a d4 in each attribute, and has 5
points with which to raise them. Raising an attribute a die
type costs 1 point.
• You have 15 points for skills. Each die type in a skill costs 1
point up to the linked attribute. Going over the linked attribute
costs 2 points per level.
• Charisma is equal to the total bonuses or penalties given
by Edges and Hindrances.
• Pace is 6”.
• Parry is equal to 2 plus half Fighting.
• Toughness is equal to 2 plus half Vigor. Go ahead and
add the bonus granted by the armor worn on your torso to
this value as well for speed’s sake, but remember it may not
count if attacks target other parts of the body.
3) Edges & Hindrances
• You gain additional points for taking up to one Major
Hindrance (2 points) and two Minor Hindrances (1 point each).
For 2 points you can:
• Gain another attribute point, or
• Choose an Edge
For 1 point you can:
• Gain another skill point, or
• Increase starting funds by 100%
• Start with $500 unless your setting book says otherwise.
5) Background Details
• Fill in any other background details you care to add.
Hindrance Type Effects
All Thumbs Minor –2 Repair; Roll of 1 causes malfunction
Anemic Minor –2 to Fatigue tests
Arrogant Major Must humiliate opponent, challenge the ‘leader’
Bad Eyes Minor/Major –2 to attack or notice something more than 5” distant
Bad Luck Major One less Benny per session
Big Mouth Minor Unable to keep a secret, blabs at the worst time
Blind Major –6 to all actions that rely on vision; –2 on social rolls, gain additional Edge
Bloodthirsty Major Never takes prisoners
Cautious Minor Character is overly careful
Clueless Major –2 to most Common Knowledge rolls
Code of Honor Major Character keeps his word and acts like a gentleman
Curious Major Character wants to know about everything
Death Wish Minor Hero wants to die after completing some task
Delusional Minor/Major Character suffers from grave delusions
Doubting Thomas Minor Character doesn’t believe in the supernatural
Elderly Major Pace –1, –1 to Strength and Vigor die types; +5 skill points for any skill linked to Smarts
Enemy Minor/Major Character has a recurring nemesis of some sort
Greedy Minor/Major Character is obsessed with wealth
Habit Minor/Major Charisma –1; Fatigue rolls when deprived of Major Habits
Hard of Hearing Minor/Major –2 to Notice sounds; automatic failure if completely deaf
Heroic Major Character always helps those in need
Illiterate Minor Hero is unable to read or write
Lame Major –2 Pace and running die is a d4
Loyal Minor The hero tries to never betray or disappoint his friends
Mean Minor –2 to his Charisma for ill-temper and surliness
Obese Minor +1 Toughness, –1 Pace, d4 running die
One Arm Major –4 to tasks requiring two arms
One Eye Major –1 Charisma, –2 to rolls requiring depth perception
One Leg Major Pace –2, d4 running die, –2 to rolls requiring mobility, –2 to Swimming skill
Outsider Minor –2 Charisma, treated badly by those of dominant society
Overconfident Major The hero believes he can do anything
Pacifist Minor/Major Character fights only in self-defense as a Minor Hindrance;
won’t harm living creatures as Major Hindrance
Phobia Minor/Major –2 or –4 to Trait tests when near the phobia
Poverty Minor Half starting funds, inability to hang onto future income
Quirk Minor Character has some minor but persistent foible
Small Major –1 Toughness
Stubborn Minor Hero always wants his way
Ugly Minor –2 Charisma due to appearance
Vengeful Minor/Major Character holds a grudge; will kill as a Major Hindrance
Vow Minor/Major A pledge to a group, deity, or religion
Wanted Minor/Major The character is a criminal of some sort
Yellow Major The character is cowardly and suffers –2 to Fear checks
Young Major 3 points for Attributes, 10 skill points, +1 Benny per session
Edge Requirements Effects
Ace N, A d8 +2 to Boating, Driving, Piloting; may make Soak rolls for vehicle at –2
Acrobat N, A d8, St d6 +2 to nimbleness-based Agility rolls; +1 Parry if unencumbered
Adept N, AB (Miracles), Str+d4 unarmed attacks; always considered armed; may choose certain
Faith d8+, Fighting d8+ powers to active as a free action (see text)
Alertness N +2 Notice
Ambidextrous N, A d8 Ignore –2 penalty for using off-hand
Arcane Background N, Special Allows access to supernatural powers
Arcane Resistance N, Sp d8 Armor 2 vs. magic, +2 to resist powers
Imp. Arcane Res N, Arcane Res. Armor 4 vs. magic, +4 to resist magic effects
Assassin N, A d8+, Climbing d6+, +2 to damage when striking a foe unawares
Fighting d6+, Stealth d8+
Attractive N, V d6 Charisma +2
Very Attractive N, Attractive Charisma +4
Beast Bond N Character may spend Bennies for his animals
Beast Master N, Sp d8 You gain an animal companion
Berserk N See text
Block S, Fighting d8 Parry +1
Improved Block V, Block Parry +2
Brave N, Sp d6 +2 to Fear tests
Brawler N, St d8 +2 to unarmed damage rolls
Bruiser S, Brawler Bonus die to unarmed damage is d8 instead of d6
Brawny N, St d6, V d6 Toughness +1; load limit is 8 x Str
Champion N, See text +2 damage / Toughness vs. supernatural evil
Charismatic N, Sp d8 Charisma +2
Combat Reflexes S +2 to recover from being Shaken
Command N, Sm d6 +1 to troops recovering from being Shaken
Command Presence N, Command Increase command radius to 10”
Common Bond WC, N, Sp d8 May give Bennies to companions
Connections N Call upon powerful friends
Counterattack S, Fighting d8 Receive free Fighting attack at –2 once per round when a foe fails a
Improved Counterattack V, Counterattack As above but ignore the –2 penalty
Danger Sense N Notice at –2 to detect surprise attacks/danger
Dead Shot WC, S, Double ranged damage when dealt Joker
Dodge S, A d8 –1 to be hit with ranged attacks
Improved Dodge V, Dodge –2 to be hit with ranged attacks
Elan N, Sp d8 +2 when spending a Benny on a Trait roll (including Soak rolls)
Extraction N, A d8 Ignore one foe’s free attack when withdrawing from melee with an Agility roll
Improved Extraction N, Extraction As above. With a raise, no foes get their free melee attack.
Fast Healer N, V d8 +2 to natural healing rolls
Fervor V, Sp d8, Command +1 melee damage to troops in command
First Strike N, A d8 May attack one foe who moves adjacent
Imp. First Strike H, First Strike May attack every foe who moves adjacent
Fleet-Footed N, A d6 +2 Pace, d10 running die instead of d6
Florentine N, A d8, Fighting d8 +1 vs. foes with single weapon and no shield; ignore 1 point of gang up bonus
Followers L, WC Attract 5 henchmen
Frenzy S, Fighting d10 1 extra Fighting attack at –2
Imp. Frenzy V, Frenzy As above but no penalty
Gadgeteer N, See text May “jury-rig” a device once per game session
Giant Killer V +1d6 damage when attacking large creatures
Hard to Kill N, WC, Sp d8 Ignore wound penalties for Vigor rolls made on the Injury Table
Harder to Kill V, Hard to Kill 50% chance of surviving “death”
Healer N, Sp d8 +2 Healing
Hold the Line! S, Sm d8, Command Troops have +1 Toughness
Holy/Unholy Warrior N, See text See text
Improvisational Fighter S, Sm d6+ Ignores the usual –1 penalty to attack and Parry for improvised weapons
Inspire S, Command +1 to Spirit rolls of all troops in command
Investigator N, Sm d8, Inv. d8, +2 Investigation and Streetwise
Jack-of-All-Trades N, Sm d10 No –2 for unskilled Smarts-based tests
Killer Instinct H Wins tied opposed rolls, may reroll opposed skill die if it comes up a “1”
Leader of Men V, Command Roll a d10 as the Wild Die for subordinates’ group rolls
Level Headed S, Sm d8 Act on best of two cards in combat
Imp. Level Headed S, Level Headed Act on best of three cards in combat
Linguist N, Sm d6 Begin play with a number of languages equal to Smarts; Smarts –2 to be
understood in any language heard for a week
Liquid Courage N, V d8 Gain Vigor die type after imbibing at least 8 oz of alcohol
Luck N +1 Benny per session
Great Luck N, Luck +2 Bennies per session
Marksman S Aim maneuver (+2 Shooting) if hero does not move
Martial Artist N, Fighting d6 Never considered unarmed, +d4 to unarmed damage rolls
Improved Martial Artist V, Martial Arts, Fighting d10 +d6 to unarmed damage rolls
Martial Arts Master L, Imp. Martial Arts, +2 to unarmed damage rolls; may take this Edge up to five times
McGyver N, Sm d6, Repair d6, May improvise temporary gadgets
Mentalist N, AB (Psionics), +2 to any opposed Psionics roll
Sm d8, Psionics d6
Mighty Blow WC, S, Fighting d10 Double melee damage when dealt Joker
Mr. Fix It N, See text +2 to Repair rolls, 1/2 Repair time with raise
Natural Leader N, Sp d8, Command Leader may give Bennies to troops in command
Nerves of Steel N, WC, V d8 Ignore 1 point of wound penalties
Imp. Nerves of Steel N, Nerves of Steel Ignore 2 points of wound penalties
New Power N, AB Character gains one new power
Noble N Rich; +2 Charisma; Status and wealth
No Mercy S May spend Bennies on damage rolls
Power Points N, AB +5 Power Points, once per rank only
Power Surge WC, S, arcane skill d10 +2d6 Power Points when dealt a Joker
Professional L, d12 in Trait Trait becomes d12+1
Expert L, Prof. in Trait Trait becomes d12+2
Master L, WC, Expert in Trait Wild Die is d10 for one Trait
Quick N Discard draw of 5 or less for new card
Quick Draw N, A d8 May draw weapon as a free action
Rapid Recharge S, Sp d6, AB Regain 1 Power Point every 30 minutes
Imp. Rapid Recharge V, Rapid Recharge Regain 1 Power Point every 15 minutes
Rich N 3x starting funds, $150K annual salary
Filthy Rich N, Noble Birth or Rich 5x starting funds, $500K annual salary
Rock and Roll! S, Shooting d8 Ignore full-auto penalty if shooter doesn’t move
Scavenger N, Luck Find an essential piece of equipment once per session
Scholar N, d8 in affected skills +2 to two different Knowledge skills
Sidekick L, WC Character gains a Novice WC sidekick
Soul Drain S, See Text Special
Steady Hands N, A d8 Ignore unstable platform penalty; Running penalty reduced to –1
Sweep N, St d8, Fighting d8 Attack all adjacent foes at –2
Imp. Sweep V, Sweep As above but with no penalty
Strong Willed N, Intimidation d6, +2 Intimidation and Taunt, +2 to resist
Taunt d6 Tests of Will
Tactician S, Wild Card, Sm d8, Make a Knowledge (Battle) roll at the beginning of a fight to get an
Knowledge (Battle) d6, Action Card per success and raise; these may be given to any allies
Command throughout the course of the battle
Thief N, A d8, Climbing d6, +2 Climb, Lockpick, Stealth, or to disarm traps
Lockpicking d6, Stealth d8
Tough as Nails L Toughness +1
Imp. Tough as Nails L, Tough as Nails Toughness +2
Trademark Weapon N, Fighting or +1 Fighting or Shooting with particular weapon
Imp. Tr. Weapon V, Trademark Weapon +2 Fighting or Shooting with particular weapon
Two-Fisted N, A d8 May attack with a weapon in each hand without multi-action penalty
Weapon Master L, Fighting d12 Parry +1
Master of Arms L, Weapon Master Parry +2
Wizard N, See text Each raise reduces cost of spell by 1 point
Woodsman N, Sp d6, Survival d8, +2 Tracking Survival, and Stealth
Ok, so I know this looks like a lot, but it's just the lists for edges and hindrances that look big. I think this will summarize how to make a character and if you can get it from this, great, if not it's not big deal and I will be more than happy to help!
Also additional information, everyone is obviously human, and you don't get 500 for starting money, you get 20$ starting money for some items that you had on your person before you left on the train to Stalingrad.
Posted on 2012-07-06 at 06:00:02.
Edited on 2012-07-06 at 14:24:43 by Jozan1
How many edges do characters get at level 1?
Never mind, I found it. Ok here is my character sheet, some things do need to be added like sanity. If you see anything that needs to be fixed, let me know and I will. I spent my hindrance points on his attributes. I do stink with names, so that could change if you want. Denal is one of my favourite Star Wars Characters
Equipment: If I could these are what I would like: Rifle, Bayonet, medical kit, Russian military gear.
Hindrances: Major habit(reading for 1 hour), Cautious, Loyal.
When he was young, his family moved to a fairly bad town. To survive he practiced fighting and shooting.Denal was practicing medicine when the war broke out. When he was drafted, he decided to keep up with medicine to help the army. He dislikes the Axis for attacking Russia, so he is willing to kill them.
Posted on 2012-07-11 at 18:27:50.
Edited on 2012-07-17 at 16:33:27 by SirSadaar