Showing posts with label Dark Tower. Show all posts
Showing posts with label Dark Tower. Show all posts

Saturday, December 5, 2009

Heroes of the Tower: New Hindrance

Just so people don't think I reserve all my love for Edges, here's a new Hindrance for Heroes of the Tower.


Roont [Major Hindrance]
You were a child of the Callas once, born in the borderlands between Mid-World and End-World, but as a child you were stolen away to Thunderclap and there things were done to you. You came back big, slow, and dumb, and while you may have gotten a little better since then, you’re never going to be quite all there—and you’re one of the lucky ones.
A roont character gains the benefits of the Brawny Edge (and cannot take that Edge again), but suffers some severe penalties as well. You cannot raise your Smarts above d4, even after character creation. You suffer a –2 penalty on Guts checks because of your occasional fits of irrational terror, and you take a –2 penalty to Charisma due to your slightly deformed and unnerving appearance. Additionally, your life span is only about half that of a normal person’s. Good luck.

Wednesday, November 25, 2009

Heroes of the Tower

I'm currently working on making a Savage Worlds campaign based on Stephen King's The Dark Tower series. The working title is "Heroes of the Tower," and I've just started putting together some arcane backgrounds and campaign-specific Edges for it. Here are a couple of them.

Gunslinger [Professional Edge]
Requirements:
Seasoned, Quick Draw, Agility d6+, Spirit d6+, Guts d6+, Intimidation d6+, Persuasion d6+, Shooting d8+
You have been trained as one of the seppe-sai, a Gunslinger of Gilead. You wear the big iron, the gun of your ancestors, and you carry yourself with the effortless grace of one who knows the face of his father. You gain a +1 bonus on Guts, Intimidation and Persuasion rolls, and a +2 bonus on any roll made as part of a gunfighting duel (including damage).
You are also gifted with a personal firearm--a revolver of fine craft passed down through your lineage for many generations. Such revolvers often have personal flourishes or small enchantments about them, but this is entirely up to the GM.
Additionally, if you take the Trademark Weapon Edge and apply it to your personal gun, you gain a +1 bonus on damage rolls with that firearm. This bonus increases to +2 if you take Improved Trademark Weapon.

The Touch [Background Edge]
Requirements:
Novice, Spirit d6+
Not every person gifted with a little bit of the supernatural is a full-blown psychic. Some folks just have a touch of strangeness about them. Maybe they get a little nudge in their heads when they’re in danger, or they can feel it when a close friend or relative dies. Regardless of the exact manifestation, your character has been touched by fate.
Once per session, you can spend a benny to request a hint from the GM relating to your current situation, or to determine the status of a friend or loved one. Hints should be vague but helpful, and the status is always broad ("He’s in trouble," or "She’s hurt bad, maybe dying"). The GM can refuse to give you any information, but if he does so, you do not spend a benny and instead gain an additional one.
Additionally, if you have the Danger Sense Edge, you make your Notice rolls for that Edge at no penalty.


The design philosophy here is that the Edges grant a tangible benefit, as well as synergizing with standard Edges from the core rules. I think that this lends itself well to creating characters who are campaign-oriented, and who are willing to take things that lend themselves well to emulating the genre. That is, by making a synergistic link between Gunslinger and Trademark Weapon, you encourage characters to build their gunslingers with a personal firearm that has a name, story, and background all its own, just like Roland's guns from the novels. (No spoilers here for anyone who doesn't know the story behind them.)