Whenever in the presence of the phobia, he suffers -2 penalty (or -4 for Major) to all Trait tests. Any task requiring two hands (such as Climbing) suffers a -4 modifier. Whether by birth, accident or battle, the character has lost an arm. In addition, he inflicts a -2 penalty to any group rolls on a vessel where he is a crewmember. The character always suffers -2 on these skill rolls. The character cannot initially purchase the Boating or Piloting skill during character creation. Only then can a new dependent be designated. This penalty is only removed by vengeance. If the dependent ever dies, the character is grief-stricken for the rest of the campaign and only receives one benny at the beginning of each game session. The dependent is a Novice rank character. The character is completely devoted to an individual and will do anything to protect them. These are the most common hindrances for Barsoomian characters. The character is a braggart and must spend the first round of combat boasting unless he spends a Benny. He suffers a -6 penalty to all physical tasks that require vision and a -2 to most social tasks. He reveals plans and gives away information at the worst possible times. The character believes he is superior, whether through social standing, or by merit. If already airsick, the penalty is increased to -4. In storms, the Vigor check happens every round until the storm subsides or he fails. On a failure, he is nauseated and suffers a -2 to all trait rolls until he spends an hour on land. The character must make a Vigor check each time he leaves solid ground. The core hindrances of Savage Worlds are used for Barsoomian Adventures with the following exceptions and adjustments: There are few opportunities to swim in canals (or lost seas). This skill covers any beasts that are employed as mounts, from thoats to malagors. This skill applies specifically to airships from one-man scout fliers to the dreadnoughts of the Red navies. “There was scarcely a man, woman or child in any of the flying nations of Barsoom but could have constructed some sort of a flier.” FMM/10 The following are relevant focuses for Barsoom: Ancient History, Area Knowledge, Battle, History, Politics, Science, Tactics.Īs there are no thieves on Barsoom, this is disallowed. This skill governs the chariots of the Green Men and “ground fliers”. Note that despite their additional limbs, Green Men are notoriously poor climbers. In ancient Barsoom, it would apply to the seafaring ships. This skill only applies to the submarines employed by the Black Pirates. The core skills of Savage Worlds are used for Barsoomian Adventures with the following exceptions and adjustments:
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