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Tatters of the King [Recruiting] Realms of Cthulhu (Savage Worlds)
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<blockquote data-quote="Yellow Sign" data-source="post: 7003703" data-attributes="member: 5619"><p>Ok here is the guidelines for character creation. </p><p></p><p>I am using the rules out of Realms of Cthulhu but Savage Worlds Deluxe rules will work with some additions. </p><p></p><p><strong>The Foundation</strong></p><p>All investigators are human and begin with one</p><p>free Edge.</p><p></p><p><strong>Traits</strong></p><p>Traits are broken down into two categories:</p><p>Attributes, which define who you are (Strength,</p><p>Agility, Smarts, and so on), and Skills, which define</p><p>what you know and how well you do things (Driving,</p><p>Streetwise, and so on). Carefully select those</p><p>that fit your overall character concept. While it</p><p>might be nice to be a terrific fighter, that may not</p><p>be the best approach when creating your scholarly</p><p>professor. On the other hand, his skill at brawling</p><p>could become his most notable feature.</p><p>Attributes</p><p></p><p>Your investigator begins with a d4 in each of</p><p>the five basic attributes: Agility, Smarts, Spirit,</p><p>Strength, and Vigor. Distribute 5 points among</p><p>them in any way you wish. Raising an attribute one</p><p>die type costs 1 point, and you may not raise any</p><p>attribute above d12.</p><p></p><p><strong>Skills</strong></p><p>Next, distribute 15 points among your investigator’s</p><p>skills. Raising a skill one die type costs 1 point</p><p>as long as it is no higher than the linked attribute.</p><p>Raising a skill above its linked attribute costs 2</p><p>points. All skills in the Savage Worlds core book are</p><p>available.</p><p></p><p><strong>Derived Statistics</strong></p><p>Pace is 6”.</p><p>Parry is equal to 2 plus half your Fighting.</p><p>Charisma is a combination of your investigator’s</p><p>appearance, manner, and general likeability.</p><p>It is added to Persuasion and Streetwise rolls. The</p><p>Keeper (GM) also uses it to see how NPCs react to</p><p>you. Your Charisma modifier is +0 unless changed</p><p>by Edges or Hindrances.</p><p>Toughness is equal to 2 plus half your Vigor.</p><p></p><p>Sanity is equal to 2 plus half your Spirit minus</p><p>Corruption.</p><p><strong></strong></p><p><strong>Corruption</strong></p><p>This attribute tracks the dark toll that continued</p><p>contact and knowledge of the unspeakable extracts</p><p>from the soul of every man. It begins at 0 and</p><p>increases by 1 for each die type increase of Knowledge</p><p>(Mythos).</p><p></p><p>Now decide if you want any Hindrances. If so,</p><p>you may use them to gain one of the benefits below.</p><p>Unlike the Savage Worlds core rules, you may take up</p><p>to four points of Hindrances in any combination</p><p>of Major (worth 2 points each) and Minor (worth</p><p>1 point each).</p><p>For 2 Hindrance Points you can:</p><p>• Raise an Attribute a die type</p><p>• Choose an Edge.</p><p>For 1 Hindrance Point you can:</p><p>• Gain another skill point</p><p>• Gain additional monies equal to your starting</p><p>funds</p><p></p><p>Nearly all the Edges and Hindrances listed in</p><p>the Savage Worlds rulebook are available to your</p><p>investigator.</p><p></p><p>All investigators begin the game with a set of</p><p>normal clothes and an amount of cash in their</p><p>pocket (determined by era, as shown in the table</p><p>below). Later on, you’ll find all the stuff to get your</p><p>investigator kitted out right away.</p><p>Starting Cash</p><p>1890s $50</p><p>1920s $150</p><p>Modern $500</p><p></p><p>Every investigator is a sum of their parts, and in</p><p>addition to their skills and traits, possesses a number</p><p>of interests and hobbies that may have nothing</p><p>whatsoever to do with their professional pursuits,</p><p>or may, at best, complement them on occasion.</p><p>Your investigator begins with a number of defining</p><p>interests equal to half their Smarts die type. Any</p><p>permanent increase in an investigator’s Smarts</p><p>grants them the appropriate number of additional</p><p>defining interests that should be selected at the time</p><p>of the increase. A defining interest gives the investigator</p><p>a base +1 to their Common Knowledge roll</p><p>when the subject is called into question.</p><p></p><p><strong>Sample Interests</strong></p><p><strong>Culture:</strong> Anthropology, Archaeology, Astrology,</p><p>Astronomy, Biology, Botany, City Knowledge</p><p>(Specific), Chemistry, Classical Literature, Cooking,</p><p>Culture (Specific), Etiquette, Folklore, Forensics,</p><p>Geology, Language (Specific), Knowledge (Specific),</p><p>Natural History, Photography, Physics</p><p></p><p><strong>Craft:</strong> Art (Specific), Electrical Repair, Mechanical</p><p>Repair</p><p></p><p><strong>Perform: </strong>Acting, Comedy, Dance, Disguise,</p><p>Juggling, Instrument (Specific), Oratory, Puppetry,</p><p>Singing</p><p></p><p><strong>Languages:</strong> It should be noted that languages</p><p>fall under the category of defining interests. An</p><p>investigator can automatically speak and (when</p><p>appropriate) read and write his native tongue.</p><p>Additional languages require the player to choose</p><p>the Language interest.</p><p></p><p>While not strictly new, Knowledge skills play an</p><p>important part in Realms of Cthulhu, and these select</p><p>skills deserve particular attention.</p><p></p><p><strong>Knowledge (Mythos)</strong></p><p>This skill enables the hero to piece together fragments</p><p>of the hidden world. When they come across</p><p>evidence of Mythos creatures, an investigator with</p><p>this skill may make a roll to identify it. Should they</p><p>encounter a dread creature, the investigator may</p><p>identify the creature or something of relevant interest,</p><p>such as its behavior or its possessions. This skill</p><p>could be used as well to allow an investigator to</p><p>identify a spell being cast or to recognize a Mythos</p><p>book by skimming a few pages. This skill is also used</p><p>by investigators to cast spells they have learned.</p><p>As this Knowledge damages the very core of a</p><p>person’s psyche, no investigator may elect to take</p><p>this skill to start, nor ever put skill points into the</p><p>development of this Knowledge.</p><p>The complete details on how this skill is gained—</p><p>and the resulting impact upon the investigator—are</p><p>revealed in the Setting Rules section.</p><p></p><p><strong>Knowledge (Psychology)</strong></p><p>This investigator understands the mind and</p><p>human behavior, and may attempt to eliminate</p><p>madness in themselves and others. This must be</p><p>done within the golden hour. Each attempt takes</p><p>20 minutes. A success eliminates one level of madness,</p><p>while a raise eliminates two. Further details are</p><p>found in the Setting Rules section.</p><p></p><p>Hindrances include physical and mental handicaps</p><p>as well as character flaws and weaknesses, and</p><p>make life a little tougher for your hero.</p><p>Some Hindrances, like Dark Secret, are more or</p><p>less subjective. They help you roleplay your investigator.</p><p>Others, like Milquetoast, have an actual effect</p><p>within the game. All of the Hindrances listed in the</p><p>Savage Worlds rulebook are also available in Realms</p><p>of Cthulhu. You may take any combination of Hindrances,</p><p>however you cannot gain more than four</p><p>bonus points by doing so.</p><p></p><p><strong>Dark Secret (Major)</strong></p><p>The hero harbors a dark family secret that could</p><p>endanger his very life and how he is perceived if it</p><p>comes to light. The investigator receives a –4 Charisma</p><p>reaction from anyone aware of his secret. If it</p><p>becomes public knowledge in the course of play, the</p><p>hero loses this Hindrance, replacing it with Wanted</p><p>(Major) as well as the –4 Charisma modifier.</p><p></p><p><strong>Glass Jaw (Minor)</strong></p><p>Your hero doesn’t handle physical pain and injury</p><p>well. He suffers a –2 penalty on all soak rolls.</p><p></p><p><strong>Low Class (Minor)</strong></p><p>While others may be born of low society, it is</p><p>obvious that this investigator is not far removed</p><p>from their bad upbringing. The investigator receives</p><p>a –2 modifier to Charisma except among others</p><p>of similar stature. The investigator may reduce or</p><p>eliminate this status over the course of game play</p><p>by expending a leveling opportunity to eliminate</p><p>this Hindrance at Seasoned or any time thereafter.</p><p>This hero may not take the Noble Edge.</p><p></p><p><strong>Milquetoast (Major)</strong></p><p>This investigator believes firmly in the sanctity</p><p>of their mind and body and recovers slowly from</p><p>shock and trauma. They suffer a –2 penalty to Spirit</p><p>rolls to recover from being Shaken. The investigator</p><p>may use a level up once he reaches Seasoned or</p><p>any time thereafter to eliminate this Hindrance.</p><p></p><p><strong>Obligations (Minor or Major)</strong></p><p>The investigator is connected to someone or</p><p>something that demands a portion of his time.</p><p>These obligations can include nearly anything, such</p><p>as a tenured professor giving lectures and teaching</p><p>classes or an athlete checking in on a sick relative</p><p>from time to time. Failure to fulfill such obligations</p><p>will eventually have serious repercussions.</p><p>A hero with Obligations and Connections to the</p><p>same individual or organization has a special relationship</p><p>with the person or group in question, and</p><p>gains a +2 or +4 bonus to Persuasion rolls (depending</p><p>upon whether their Obligations are minor or</p><p>major) when dealing with them. In essence, the</p><p>Connection has a vested interest in the investigator,</p><p>and is more likely to want to see them succeed.</p><p></p><p><strong>Unusual Lineage/Looks (Minor)</strong></p><p>The investigator’s appearance looks a bit off.</p><p>Whether it’s their eyes being set too close together,</p><p>the slight webbing between their fingers, or a sallow</p><p>appearance, people are uncomfortable around</p><p>them. The investigator suffers a –2 Charisma modifier</p><p>except with others sharing their lineage.</p><p></p><p>In addition to the Edges in the Savage Worlds</p><p>book, players can choose from the following new</p><p>Edges for their investigators.</p><p></p><p><strong>Background Edges</strong></p><p><strong></strong></p><p><strong>Flexible Thinker</strong></p><p>Requirements: Novice, WC, Spirit d8+</p><p>The hero is comfortable with thinking outside of</p><p>the box, and ignores 1 point of madness penalties.</p><p></p><p><strong>Very Flexible Thinker</strong></p><p>Requirements: Seasoned, Flexible Thinker</p><p>Your hero spends more time out of the box than</p><p>in, and ignores 2 points of madness penalties.</p><p></p><p><strong>Jaded</strong></p><p>Requirements: Novice, WC, Spirit d8+</p><p>When forced to make Spirit rolls due to Mental</p><p>Trauma, the investigator ignores their madness</p><p>penalties. This only applies to Spirit rolls called for</p><p>by these tables. He still suffers from madness modifiers</p><p>for other Trait rolls normally.</p><p></p><p><strong>Very Jaded</strong></p><p>Requirements: Veteran, Jaded</p><p>If your hero critically fails a Spirit roll on the</p><p>Mental Trauma table, roll a die. On an odd result, he</p><p>passes out for d6 hours, but suffers no Sanity loss.</p><p></p><p><strong>Resilient</strong></p><p>Requirements: Novice, Spirit d8+</p><p>This hero recovers from madness quicker than</p><p>most. They gain a +2 to all Spirit rolls to eliminate madness.</p><p></p><p><strong>Savvy</strong></p><p>Requirements: Novice, Smarts d10+</p><p>Whether highly educated, well-read, or simply</p><p>in touch with their surroundings, this investigator</p><p>seems to know a little bit about everything, and</p><p>can readily call upon that knowledge when needed.</p><p>This investigator makes Common Knowledge rolls</p><p>without penalty.</p><p></p><p><strong>Scrapper</strong></p><p>Requirements: Novice, Fighting d8+</p><p>Whether a trained boxer, a street-fighting brawler,</p><p>or a dedicated martial artist, this hero has been in</p><p>his share of fights and knows how to handle himself.</p><p>He is not treated as an unarmed defender, and</p><p>his unarmed attacks do Str + d4.</p><p></p><p><strong></strong></p><p><strong>Well Adjusted</strong></p><p>Requirements: Novice, Spirit d6+, Smarts d6+</p><p>Your investigator is the down-to-earth sort, who</p><p>keeps things in perspective and manages to contend</p><p>with whatever life has to throw their way. Increase</p><p>his Sanity by +1.</p><p></p><p><strong>Professional Edges</strong></p><p></p><p>Doctor</p><p>Requirements: Novice, Smarts d8+, Healing d8+</p><p>This investigator is a skilled medical doctor, and</p><p>adds +2 to all their Healing rolls. Up to five companions</p><p>traveling with a doctor add the bonus to</p><p>their natural healing rolls as well.</p><p></p><p>Engineer</p><p>Requirements: Novice, Smarts d8+, Repair d8+,</p><p>Knowledge (Engineering) d8+</p><p>This hero adds +2 to Repair rolls. With a raise,</p><p>he halves the time normally required for the repair.</p><p></p><p>Linguist</p><p>Requirements: Novice, Smarts d8+</p><p>This investigator gains half their Smarts die in</p><p>languages, and may decipher and communicate in</p><p>unfamiliar languages with a Smarts roll. Should the</p><p>Keeper rule an encountered language is exotic or</p><p>rare, this roll is made at –4. Each additional time</p><p>this Edge is taken, select two additional languages.</p><p></p><p>Psychotherapist</p><p>Requirements: Novice, Knowledge (Psychology) d8+,</p><p>Spirit d8+</p><p>Your hero is trained in dealing with the irrational</p><p>mind and receives a +2 to all Knowledge (Psychology)</p><p>rolls. Up to five companions traveling with</p><p>a psychotherapist add this bonus to their mental</p><p>recuperation rolls as well. A psychotherapist may</p><p>also use their talents to eliminate indefinite insanities</p><p>as detailed in the Setting Rules section.</p></blockquote><p></p>
[QUOTE="Yellow Sign, post: 7003703, member: 5619"] Ok here is the guidelines for character creation. I am using the rules out of Realms of Cthulhu but Savage Worlds Deluxe rules will work with some additions. [B]The Foundation[/B] All investigators are human and begin with one free Edge. [B]Traits[/B] Traits are broken down into two categories: Attributes, which define who you are (Strength, Agility, Smarts, and so on), and Skills, which define what you know and how well you do things (Driving, Streetwise, and so on). Carefully select those that fit your overall character concept. While it might be nice to be a terrific fighter, that may not be the best approach when creating your scholarly professor. On the other hand, his skill at brawling could become his most notable feature. Attributes Your investigator begins with a d4 in each of the five basic attributes: Agility, Smarts, Spirit, Strength, and Vigor. Distribute 5 points among them in any way you wish. Raising an attribute one die type costs 1 point, and you may not raise any attribute above d12. [B]Skills[/B] Next, distribute 15 points among your investigator’s skills. Raising a skill one die type costs 1 point as long as it is no higher than the linked attribute. Raising a skill above its linked attribute costs 2 points. All skills in the Savage Worlds core book are available. [B]Derived Statistics[/B] Pace is 6”. Parry is equal to 2 plus half your Fighting. Charisma is a combination of your investigator’s appearance, manner, and general likeability. It is added to Persuasion and Streetwise rolls. The Keeper (GM) also uses it to see how NPCs react to you. Your Charisma modifier is +0 unless changed by Edges or Hindrances. Toughness is equal to 2 plus half your Vigor. Sanity is equal to 2 plus half your Spirit minus Corruption. [B] Corruption[/B] This attribute tracks the dark toll that continued contact and knowledge of the unspeakable extracts from the soul of every man. It begins at 0 and increases by 1 for each die type increase of Knowledge (Mythos). Now decide if you want any Hindrances. If so, you may use them to gain one of the benefits below. Unlike the Savage Worlds core rules, you may take up to four points of Hindrances in any combination of Major (worth 2 points each) and Minor (worth 1 point each). For 2 Hindrance Points you can: • Raise an Attribute a die type • Choose an Edge. For 1 Hindrance Point you can: • Gain another skill point • Gain additional monies equal to your starting funds Nearly all the Edges and Hindrances listed in the Savage Worlds rulebook are available to your investigator. All investigators begin the game with a set of normal clothes and an amount of cash in their pocket (determined by era, as shown in the table below). Later on, you’ll find all the stuff to get your investigator kitted out right away. Starting Cash 1890s $50 1920s $150 Modern $500 Every investigator is a sum of their parts, and in addition to their skills and traits, possesses a number of interests and hobbies that may have nothing whatsoever to do with their professional pursuits, or may, at best, complement them on occasion. Your investigator begins with a number of defining interests equal to half their Smarts die type. Any permanent increase in an investigator’s Smarts grants them the appropriate number of additional defining interests that should be selected at the time of the increase. A defining interest gives the investigator a base +1 to their Common Knowledge roll when the subject is called into question. [B]Sample Interests[/B] [B]Culture:[/B] Anthropology, Archaeology, Astrology, Astronomy, Biology, Botany, City Knowledge (Specific), Chemistry, Classical Literature, Cooking, Culture (Specific), Etiquette, Folklore, Forensics, Geology, Language (Specific), Knowledge (Specific), Natural History, Photography, Physics [B]Craft:[/B] Art (Specific), Electrical Repair, Mechanical Repair [B]Perform: [/B]Acting, Comedy, Dance, Disguise, Juggling, Instrument (Specific), Oratory, Puppetry, Singing [B]Languages:[/B] It should be noted that languages fall under the category of defining interests. An investigator can automatically speak and (when appropriate) read and write his native tongue. Additional languages require the player to choose the Language interest. While not strictly new, Knowledge skills play an important part in Realms of Cthulhu, and these select skills deserve particular attention. [B]Knowledge (Mythos)[/B] This skill enables the hero to piece together fragments of the hidden world. When they come across evidence of Mythos creatures, an investigator with this skill may make a roll to identify it. Should they encounter a dread creature, the investigator may identify the creature or something of relevant interest, such as its behavior or its possessions. This skill could be used as well to allow an investigator to identify a spell being cast or to recognize a Mythos book by skimming a few pages. This skill is also used by investigators to cast spells they have learned. As this Knowledge damages the very core of a person’s psyche, no investigator may elect to take this skill to start, nor ever put skill points into the development of this Knowledge. The complete details on how this skill is gained— and the resulting impact upon the investigator—are revealed in the Setting Rules section. [B]Knowledge (Psychology)[/B] This investigator understands the mind and human behavior, and may attempt to eliminate madness in themselves and others. This must be done within the golden hour. Each attempt takes 20 minutes. A success eliminates one level of madness, while a raise eliminates two. Further details are found in the Setting Rules section. Hindrances include physical and mental handicaps as well as character flaws and weaknesses, and make life a little tougher for your hero. Some Hindrances, like Dark Secret, are more or less subjective. They help you roleplay your investigator. Others, like Milquetoast, have an actual effect within the game. All of the Hindrances listed in the Savage Worlds rulebook are also available in Realms of Cthulhu. You may take any combination of Hindrances, however you cannot gain more than four bonus points by doing so. [B]Dark Secret (Major)[/B] The hero harbors a dark family secret that could endanger his very life and how he is perceived if it comes to light. The investigator receives a –4 Charisma reaction from anyone aware of his secret. If it becomes public knowledge in the course of play, the hero loses this Hindrance, replacing it with Wanted (Major) as well as the –4 Charisma modifier. [B]Glass Jaw (Minor)[/B] Your hero doesn’t handle physical pain and injury well. He suffers a –2 penalty on all soak rolls. [B]Low Class (Minor)[/B] While others may be born of low society, it is obvious that this investigator is not far removed from their bad upbringing. The investigator receives a –2 modifier to Charisma except among others of similar stature. The investigator may reduce or eliminate this status over the course of game play by expending a leveling opportunity to eliminate this Hindrance at Seasoned or any time thereafter. This hero may not take the Noble Edge. [B]Milquetoast (Major)[/B] This investigator believes firmly in the sanctity of their mind and body and recovers slowly from shock and trauma. They suffer a –2 penalty to Spirit rolls to recover from being Shaken. The investigator may use a level up once he reaches Seasoned or any time thereafter to eliminate this Hindrance. [B]Obligations (Minor or Major)[/B] The investigator is connected to someone or something that demands a portion of his time. These obligations can include nearly anything, such as a tenured professor giving lectures and teaching classes or an athlete checking in on a sick relative from time to time. Failure to fulfill such obligations will eventually have serious repercussions. A hero with Obligations and Connections to the same individual or organization has a special relationship with the person or group in question, and gains a +2 or +4 bonus to Persuasion rolls (depending upon whether their Obligations are minor or major) when dealing with them. In essence, the Connection has a vested interest in the investigator, and is more likely to want to see them succeed. [B]Unusual Lineage/Looks (Minor)[/B] The investigator’s appearance looks a bit off. Whether it’s their eyes being set too close together, the slight webbing between their fingers, or a sallow appearance, people are uncomfortable around them. The investigator suffers a –2 Charisma modifier except with others sharing their lineage. In addition to the Edges in the Savage Worlds book, players can choose from the following new Edges for their investigators. [B]Background Edges [/B] [B]Flexible Thinker[/B] Requirements: Novice, WC, Spirit d8+ The hero is comfortable with thinking outside of the box, and ignores 1 point of madness penalties. [B]Very Flexible Thinker[/B] Requirements: Seasoned, Flexible Thinker Your hero spends more time out of the box than in, and ignores 2 points of madness penalties. [B]Jaded[/B] Requirements: Novice, WC, Spirit d8+ When forced to make Spirit rolls due to Mental Trauma, the investigator ignores their madness penalties. This only applies to Spirit rolls called for by these tables. He still suffers from madness modifiers for other Trait rolls normally. [B]Very Jaded[/B] Requirements: Veteran, Jaded If your hero critically fails a Spirit roll on the Mental Trauma table, roll a die. On an odd result, he passes out for d6 hours, but suffers no Sanity loss. [B]Resilient[/B] Requirements: Novice, Spirit d8+ This hero recovers from madness quicker than most. They gain a +2 to all Spirit rolls to eliminate madness. [B]Savvy[/B] Requirements: Novice, Smarts d10+ Whether highly educated, well-read, or simply in touch with their surroundings, this investigator seems to know a little bit about everything, and can readily call upon that knowledge when needed. This investigator makes Common Knowledge rolls without penalty. [B]Scrapper[/B] Requirements: Novice, Fighting d8+ Whether a trained boxer, a street-fighting brawler, or a dedicated martial artist, this hero has been in his share of fights and knows how to handle himself. He is not treated as an unarmed defender, and his unarmed attacks do Str + d4. [B] Well Adjusted[/B] Requirements: Novice, Spirit d6+, Smarts d6+ Your investigator is the down-to-earth sort, who keeps things in perspective and manages to contend with whatever life has to throw their way. Increase his Sanity by +1. [B]Professional Edges[/B] Doctor Requirements: Novice, Smarts d8+, Healing d8+ This investigator is a skilled medical doctor, and adds +2 to all their Healing rolls. Up to five companions traveling with a doctor add the bonus to their natural healing rolls as well. Engineer Requirements: Novice, Smarts d8+, Repair d8+, Knowledge (Engineering) d8+ This hero adds +2 to Repair rolls. With a raise, he halves the time normally required for the repair. Linguist Requirements: Novice, Smarts d8+ This investigator gains half their Smarts die in languages, and may decipher and communicate in unfamiliar languages with a Smarts roll. Should the Keeper rule an encountered language is exotic or rare, this roll is made at –4. Each additional time this Edge is taken, select two additional languages. Psychotherapist Requirements: Novice, Knowledge (Psychology) d8+, Spirit d8+ Your hero is trained in dealing with the irrational mind and receives a +2 to all Knowledge (Psychology) rolls. Up to five companions traveling with a psychotherapist add this bonus to their mental recuperation rolls as well. A psychotherapist may also use their talents to eliminate indefinite insanities as detailed in the Setting Rules section. [/QUOTE]
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Tatters of the King [Recruiting] Realms of Cthulhu (Savage Worlds)
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