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Racial Abilities and Notes from my Urban Fantasy Zombie Apocalypse Game

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  • #16
    Originally posted by Deskepticon View Post
    For example, the vampires in the setting clearly need the humans to survive in order to insure their own survival. So there should be something within the vampire build to reinforce this symbiosis, especially if you want vampires to be a playable race. Something needs to create a mutual connection between the two races.
    Survival? I created a similar setting a while ago, called Blood & Bile, although it was focused exclusively on vampires and zombies. Other people soon pointed out that it had already been done in Double Dead, Last Blood and elsewhere. But I still think it's an interesting premise, as long as each faction has something to offer the other.
    My blog: Savage Stuff. I've also written some free tools and supplements.

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    • #17
      When I was doing the Savage Worlds conversion for Nocturne, I made made vampires and werewolves into series of Edges rather than straight races. Werewolves were done as a series of Weird Edges, starting you off as a wolfman and gradually increasing your abilities (and vulnerability to silver). Vampires were a Pulse Path (Savage Mojo's version of Arcane Backgrounds), with a few Vampire-themed powers, but with a weakness to daylight, and further edges and powers they could take to increase their power. They could only regain power points by draining blood, but they had access to some very impressive abilities by the time they hit Legendary.

      This lets Vampire/Werewolves still fit in the game without too many balance issues, but still lets you have very powerful monsters the player characters can eventually become. It also lets the players act out their character's rise to power as a monster (or stay with the starting abilities, but branch out in other ways).

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      • #18
        Originally posted by Claire Redfield View Post
        I would like to hear those suggestions, yes.
        Sorry for the delay. Work has been unusually stressful this week.

        Originally posted by Post Apocalyptic Frameworks
        Survivors
        Ordinary men and women that have survived extraordinary events, even by "end of the world" standards, Survivors encompass a range of strategies, techniques, and methods that combine skills, guts, and gear to make it to one more day of life.
        When building a character with the Survivors framework, use the following steps.
        1. Select a Survivors package from below.
        2. Roll on the Legends & Loot Table twice, possibly modified by package.
        3. Build your character as normal and then give them 10 experience points and the two advances that come with it.
        Survivor Packages:

        Eternal Learner
        Some people devote their life to learning, even after the world has ended. An eternal learner can be a scholar, teacher, scientist, researcher, or other source of knowledge.
        • Begin with +3 skill points.
        • Begin with any two Knowledge skills at d8 and the Scholar Edge.
        • Begin with Investigation d8, Streetwise d8, and the Investigator Edge.
        • Begin with the following starting gear: light body armor, pistol, supply backpack, double money.

        Hunter
        Also known as rangers or scouts, hunters are expert at travelling and surviving in the wild places between ruins and settlements.
        • Add one die type to Vigor.
        • Begin with Notice d6, Survival d8, and Tracking d8.
        • Begin with the Fleet-Footed and Woodsman Edges.
        • Begin with the following starting gear: light body armor, pistol, rifle, sword, supply backpack, money.

        Mercenary Soldier
        Getting paid is important, but it's not all about the money. This also works for characters with a lot of military experience.
        • Begin with +5 skill points.
        • Begin with any two Combat Edges, ignoring Rank Requirements.
        • Select any two weapons of choice from Close Combat and/or Ranged Weapons—Personal. If one of the choices is grenades, take an assortment of eight of any type.
        • Begin with any one Body Armor, a survival backpack, and ten times money.

        Personal Concept
        If none of the other packages encompass your concept, this package can be used to structure your own concept.
        • Begin with +5 skill points.
        • Begin with two Edges of your choice, ignoring Rank requirements.
        • Make one additional roll on the Legends & Loot Table.
        • Begin with the starting gear of any one Iconic Framework of your choosing.

        Scavenger
        Masters of ruins, scavengers are the preeminent explorers and artifact finders of the ruined world.
        • Begin with +5 skill points.
        • Begin with Notice d6 and Streetwise d6.
        • Begin with the Danger Sense, Luck, and Scavenger Edges.
        • Begin with the following starting gear: light body armor, pistol, rifle, sword, supply backpack, money.

        Teamster
        The teamster combines technical and mechanical mastery with a functional vehicle.
        • Begin with Driving d6, Boating d4, Repair d8, and Piloting d4.
        • Begin with the Ace and McGyver Edges.
        • Select one of the following vehicles:
        NG-357 Magnum-Turbo Hovercycle: nuclear engine (All 3 Mods worth of weapons mounted, select any from the Vehicular and Heavy Weapons section).
        Mountaineer ATV: nuclear engine (All 5 Mods worth of weapons mounted, select any from the Vehicular and Heavy Weapons section).
        • Begin with the following starting gear: light body armor, pistol, supply backpack, money.

        Traveling Physician
        A medical professional and life saver, traveling physicians are welcome almost anywhere.
        • Add one die type to Smarts.
        • Begin with +5 skill points.
        • Begin with Healing d8 and Knowledge (Medicine) d6. Also Knowledge (Cybernetics) d6 if appropriate to the setting.
        • Begin with the Healer Edge.
        • Begin with the following starting gear: light body armor, pistol, supply backpack, money, along with a Diagnostic Kit, a Geiger Counter, and a Trauma Kit.

        Wandering One
        The ultimate wanderer, explorer, and Renaisance person, the wandering one is a true survivor.
        • Begin with +5 skill points.
        • Gifted: Wandering Ones make all unskilled checks at d4 (instead of d4−2).
        • Begin with the Luck and Hard to Kill Edges.
        • Begin with the following starting gear: light body armor, pistol, rifle, sword, supply backpack, money.

        LEGENDS & LOOT TABLE
        Roll a d12 on the following table to determine the effects of the insane events that your Survivor character has endured. You can use these as inspiration for backstory events, though discuss this with your GM as usual. After you have rolled your results, you can trade any two of them for a table result of your choice. If a specific result just doesn't work for a particular concept, the GM may allow a reroll.
        d12 Result
        1 Well Armed: Your hero may choose any single weapon from the Close Combat or Ranged Weapons—Personal sections. Alternately, you gain the Trademark Weapon Edge for one of your starting weapons.
        2 Well Armored: Your hero may choose any one suit of Body Armor and add two upgrades*. They must be two different modifiers, not the same one twice.
        3 Mobile: Your hero begins with a d6 in either Driving or Piloting. She also starts with any one stock vehicle of her choice.
        4 Coordinated: Your hero adds one die type to Agility and begins with either the Ambidextrous or Quick Edge.
        5 Educated: Your hero adds one die type to Smarts and begins with a d6 in any three Smarts-linked skills.
        6 Steadfast: Your hero adds one die type to Spirit and begins with the Strong Willed Edge.
        7 Mighty: Your hero adds one die type to Strength and begins with the Brawny Edge.
        8 Tough: You hero adds one die type to Vigor and begins with the Nerves of Steel Edge.
        9 Wealthy and Connected: You hero begins with the Rich Edge and the Connections Edge with two factions.
        10 Charming and Uplifting: Your hero begins with the Charismatic and Common Bond Edges.
        11 Fortunate and Bold: Your hero begins with the Brave Edge. He also begins each session with one additional Benny.
        12 Blessed: Select any other result on this table.
        I've got a couple of other ideas (some vague caster frameworks, because magic is very setting dependent; a couple of monstrous frameworks; a super soldier; a cyborg) but haven't had a chance to flesh them out. Not all of these will belong in all post apocalyptic settings, but that's part of setting creation.
        I hope you find the above post useful. And not insulting, because I was trying to be helpful, not insulting; being a pedantic jerk, that isn't always clear.

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