character_creation
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character_creation [2016/11/04 12:48] – dave | character_creation [2016/11/22 15:32] – dave | ||
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- | Some thoughts on Character Creation. | + | ====== |
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+ | THIS PAGE MAY NOW BE MOOT: I THINK EVERYTHING HERE IS NOW INCLUDED ON THE HOUSE RULES PAGE | ||
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+ | The house rules for this campaign differ a little bit from the standard Savage Worlds rulebook. | ||
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+ | * PCs are recruited as veterans and so they start with 20XP to spend. | ||
+ | * PCs start with six ability points to begin with rather than the standard 5. | ||
+ | * The " | ||
+ | * Starting Gear: PC wildcards may choose a vehicle, weapon, or special equipment at character creation. | ||
+ | * PCs may choose to take the " | ||
+ | * PCs may take the " | ||
+ | * PCs may choose to take a Hinderance where they do not get any special equipment and must rely on whatever is in the arsenal at the beginning of each game session. | ||
+ | * Characters who choose the Magic Arcane Background must choose powers from the list on this website rather than from the rulebook. | ||
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+ | **Are we both using the same edition of the rules; | ||
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+ | //I am using the " | ||
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+ | Mine's 2012 date, 191 pages. | ||
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+ | // | ||
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+ | [[http:// | ||
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+ | Yep, that's the varmint. | ||
- | * Starting at 20XP seems to always have worked for us in the past. Our guys should be already somewhat useful or they wouldn' | ||
- | * Perhaps 1 extra ability score point. | ||
- | * Problems with " | ||
- | * Starting Gear: do we just say "you only have the gear that you take from the headquarters arsenal" |
character_creation.txt · Last modified: 2018/03/04 13:23 by 127.0.0.1