I had promised in the Savage Whatever! thread to post my notes that I've been working on for my post apocalyptic savage Xenogears setting. These are still in the preliminary stages so any criticism/input would actually be fairly useful.
The idea behind this setting is that near the end of the Xenogears PS1 game, 75% or so of the population are turned into reapers/wels (monsters). This would shatter society as it is driven from it's home and overwhelmed. I'm planning on this setting being used approximately 100 years after the events of Xenogears, therefore you don't have the "Tour de Realms" issues, and so that your stories can more easily be completely independent of the Xenogears storyline.
RacesHuman - Free Edge
Demihuman - Monstrous (Rico) - I'm using the stats for Orcs from
Sundered SkiesDemihuman - Anthropomorphic (Hammer, Hans) - Anthropomorphic (Chart for wildlings from
Sundered Skies), Furry (-2 Cha), Improved Senses (+2 notice rolls)
Demihuman - Pass for Human (Dominia) - Genetically Engineered (Start with d6 in one Attribute of your choice), Not one of us! (You have a give away that you are not quite normal, for example Dominia's pointed ears. Amongst most people, if this is noticed you will have a -1 Cha).
Chu-Chu - I didn't spend much time of these as they seemed very out of place in the game let alone in the world I'm building, but here's what I came up with: Small, All Thumbs, Healer, and of course some way to obtain Gear Size that I haven't worked out yet.
Arcane BackgroundsEther still exists due to the Zohar still existing after the destruction of Deus. I'm purposely leaving the populations connection to the Zohar so that it and the Wave Existence can make possible plot devices for your campaigns.
Ether Magic (Offensive)
Skill: Ether (Smarts)
Starting Power Points: 10
Starting Powers: 3
Powers: Armor, Blast, Bolt, Burrow, Burst, Detect/Conceal Ether, Dispel, Elemental Manipulation, Environmental Protection, Light, Obscure, Stun, Telekinesis.
Ether Magic (Healing)
Skill: Ether (Spirit)
Starting Power Points: 10
Starting Powers: 3
Powers: Armor, Barrier, Boost/Lower Trait, Deflection, Dispel, Environmental Protection, Greater Healing, Healing, Quickness, Speak Language
Chi
Skill: Chi (Spirit)
Starting Power Points: 10
Starting Powers: 2
Powers: Armor (Self Only), Bolt (Chi Blast), Boost Trait (Physical Only, Self Only), Environmental Protection (Self Only), Quickness (Self Only), Smite (Self Only, Lasts for One Attack), Speed (Self Only), Stun (Single Target with Known Physiology Only: Pressure Point attack)
Weird Science
Skill: Weird Science (Smarts)
Starting Power Points: 10
Starting Powers: 1
Powers: Armor, Blast, Bolt, Burst, Deflection, Elemental Manipulation, Environmental Protection, Fly, Healing, Light, Smite, Stun, Entangle
Both ether abilities and chi suffer from backlash (p. 81 Savage Worlds). Weird Science suffers from Malfunction as written in Savage Worlds. I'm tempted to use the super power rule of everyone getting either one of the ether or the chi powers for free, as everyone seemed to have some level of connection to ether.
New EdgesMartial Artist
Requirements: Spirit d6, Agility d8, Fighting d6
The practicioner is considered armed. Their unarmed damage also scales with rank (limited by Strength like normal weapons). Novice: str+d4, Veteran: Str+d6, Legendary: Str+d8
Black Belt
Requirements: Legendary, Martial Artist, Strength d12, Fighting d12
The practitioner's unarmed damage is upgraded to Str+d10.
Jugend Graduate (Background)
Requirements: Novice, Wild Card, Smarts d6+, Intimidation d6+, Knowledge (Battle) d8+, Shooting d6+, Command
+1" to Command Radius/Rank, +1 to all knowledge (battle) rolls, may ignore rank requirements for non-legendary Leadership edges.
Appropriate Edges for this setting (all from
Necropolis 2350Assault - p20
Clipping the Grass - p20
Dig In! - p20
Improved Dig In - p21
Eye for Terrain - p21
Hose 'em Down - p21
Improved Hose 'em down - p21
Command Presence - p22
Fanaticism - p23
Tactician - p23
Demo Expert - p23
Technically Inclined -p24
HindrancesI'm having a bit of trouble with these but here's what I have so far. Both of these can be bought off during play with appropriate roleplay events and an advance.
Physical Limiter - Physical Abilities cost double to raise at character creation. -1 toughness
Mental Limiter - Mental Abilities cost double to raise at character creation. 1/2 starting power points.
GearsI haven't written these rules yet, however I will probably do something similar to the d20 future rules where it will be based on your stats rather than the western "walking tank" mechanics.