Haven - Core.pdf

(1135 KB) Pobierz
v0.95 by Mauler
biTINg tHe hAnd thaT FeeDS
“What’s that?” Handers asked with a loud voice, trying to
overcome the noise of the nearby machinery.
“They call them shades.” Walker replied while holding them
upwards near the red light mounted to the concrete wall
marking the nearby sector exit. He moved them slowly back
and forth watching the numerous reflections on the shiny
surface.
“Looks like the protective goggles used for welding. Just
more fancy.” Handers shouted while wiping grease off his
hands with a dirty rag.
“Yeah, that’s what they are, basically.” Walker said, more to
himself than towards Handers. “But they use them for pro-
tection against the sun.”
“Well, then they are not of much use down here. That’s for
sure. Where did you get them?” Handers asked.
“Huh?” Walker turned his head towards Handers with an
expression like waking up from a daydream. “Oh, from Vel-
lard.”
“That guy that sells the guns?” Handers shouted. “Sooner or
later, you’ll get into deep trouble if you keep hanging around
with that guy, I tell you.”
“Maybe.” Walker slowly replied, looking at the shades again.
“Maybe...”
2
COnteNTS
Introduction
4
CHAPTER I: CHARACTER
Races
Skills
Edges
Gift Powers
Psychic Powers
General rules
5
6
6
7
8
9
This document is a loose collection of ideas and material
intended for playtesting. It is by no means official and not
even complete, so please excuse any spelling errors.
The setting is intended for use with the Savage Worlds
roleplaying game system published by Great White Games.
If you want to learn more about Savage Worlds, visit
www.greatwhitegames.com.
Savage Worlds is is Copyright 2003 by Great White Games.
All rights reserved.
Any copyrighted material that might appear in this docu-
ment remains property of its respective owner. No challenge
to copyright is intended.
Version 0.95 / 2004-02-18
Special thanks to Clint, Provoker and Shadd4d.
CHAPTER II: SETTING
Haven
Life in the Sublevels
Organizations
10
11
12
CHAPTER III: EQUIPMENT
Abbreviations and stats
Hand Weapons
Ranged Weapons
Ammo
Armor
Vehicles
Other gear
14
14
15
19
20
21
22
CHAPTER IV: CAMPAIGN
General information
Setting rules
Legendary Edges
Restricted Powers
Bestiary
Metaplot
25
26
27
27
27
29
3
InTroDUctiON
Hello. Welcome. Take a seat. Still feeling a bit dizzy? That’s
normal, don’t worry. You’ll be fine by tomorrow.
Come on, don’t be shy. Take a seat.
Good. Comfortable? I’ll turn down the light a bit more. Bet-
ter?
See, they sent you here so I can give you all the basics. So
listen carefully.
This place here is Haven. You are here to work.
You have a blue mark, so that means you are a Crafter. You
are here to replace Parker-782, who had an accident last
week. Sadly, he didn’t pull through.
Well, since they sent you to replace him, I guess you will be
the new Electronics guy.
What? A bit louder please.
Come on, open your mouth, you can speak. It’s a bit strange
to get used to first, but you can do it. Try again.
What Haven is?
Well, let me put it this way, there are two places where you
can be. Haven and outside.
And you definitely don’t want to be outside. It’s awfully
bright most of the time and extremely dangerous.
They tell us there has been some kind of incident ages ago
and Haven is all that’s left.
What? Try again.
Who they are?
Well, the Humans of course. Remember the big glass pool
you woke up in? That’s where they create us to work for
them. In return, they protect us.
I guess they need us as much as we need them.
We look almost like them, but we all look like their males. It
doesn’t really matter since we lack their special ability to re-
produce on their own anyway. We don’t have those special...
parts, you know. But I digress.
See the white mark on my face here? That means I’m your
Warden.
That means I’m responsible for you, so please try to start
slowly, ok?
You should rest today, maybe do some reading when you feel
less dizzy. It will answer more of your questions.
You can use this terminal over there once you feel like do-
ing it.
What?
4
Oh, yes. It’s yours. The whole room is yours. This chair, the
bed you are sitting on. All yours. They take good care of us.
Are you hungry?
No? No problem, I’ll leave you some Slur here on the table.
You can eat whenever you want. No hurry. You don’t have to
work until tomorrow.
Oh, just do me one favor. Stay in here, ok?
What?
No, you aren’t a prisoner. Now where did you get that word
from?
It just came to your mind? Well, good. You seem to have a
good, broad programming then.
But to answer your question, of course you are free to go
wherever you want, as long as you show up for work tomor-
row. It’s just that it’s a bit... dangerous when you are not
used to how things work here.
I’d love to tell you more, but I really have to get back to
work now.
You’ll find out all those things eventually. I’ll send Jones to
pick you up tomorrow. He’s a nice guy, you will like him. He’ll
show you how the Duct works and everything, so you will
make it in time to work.
What?
No. They give us food and shelter. You’ll see one of them
soon enough. Try not to rush things. You can look up any-
thing you want to know in the terminal. Just don’t cross the
lines. If you find something in there marked as off limits,
just stay away.
Now try to get some sleep. Good night, Parker.
CHARACTER
CHARACTER
RACES
There are 4 humanoid worker races, genetically engineered
by Humans to do all their dirty work in the Sublevels and the
Core. All can be chosen as a race for your character.
Though Humans usually don’t live down in the Sublevels,
they are also available as a playable race if the player can
come up with an appropriate background story.
Races are listed in order of commonness in the Sublevels.
WORKER
The Worker is by far the most common race in the Sublevels.
Workers are usually very strong and are often trained to
operate heavy machinery. They are usually big and tend to
look somewhat brutish and they always have a genetically
engineered red-colored mark that runs vertically over their
left eye.
Strong:
Workers start with a d6 Strength attribute.
Light Sensitive:
Workers ignore penalties for Dim lighting
and the penalty for Dark lighting is halved. They suffer a -1
penalty in normal lighting conditions and any penalties for
glare or extremely bright light are doubled, but this can be
ignored with appropriate eye protection.
Sub-Dweller:
Workers have to subtract 2 from their Cha-
risma when dealing with Humans on the Surface.
LABORER
The Laborer is specifically designed to perform the dirtiest
kinds of work, such as cleaning waste pipes or removing rust
and mold. They usually have a very pale complexion, even
more than the other races living in the sublevels, and not
a single hair grows anywhere on their bodies. A genetically
engineered black mark runs vertically over their left eye.
Tough:
Despite their appearance, Laborers are very resistant
and have a genetically enhanced immune system. They start
with a d6 Vigor attribute.
Highly Light Sensitive:
Laborers ignore penalties for Dim
and Dark lighting, and the penalty for Pitch Darkness is
halved. They suffer a -2 penalty in normal lighting condi-
tions and any penalties for glare or extremely bright light
are doubled, but this penalty can be halved with appropriate
eye protection.
Sub-Dweller:
Laborers have to subtract 2 from their Cha-
risma when dealing with Humans on the Surface.
Outsider:
Laborers represent the bottom end of the worker
society and are usually treated with prejudices. They have to
subtract 2 from their Charisma when not dealing with other
Laborers. This is cumulative with the Sub-Dweller penalty.
All Thumbs:
Laborers start with the All Thumbs hindrance.
Cool:
Laborers are made to face a lot of stuff every day that
makes many others either panic or puke. They start with a
d6 Guts Skill.
Aware:
Laborers tend to notice details others easily over-
look. They start with a d6 Notice Skill.
CRAFTER
Crafters are designed to operate fragile devices and work
on electronics. They tend to be exceptionally dexterous and
have a “natural” talent for repairs. They are also trained to
be medics more often than the other races. Crafters tend to
have an extreme build and are skinny or obese more often
than any other race. They always have a genetically engi-
neered blue-colored mark that runs vertically over their left
eye.
Agile:
Crafters start with a d6 Agility attribute.
Light Sensitive:
Crafters ignore penalties for Dim lighting
and the penalty for Dark lighting is halved. They suffer a -1
penalty in normal lighting conditions and any penalties for
glare or extremely bright light are doubled, but this can be
ignored with appropriate eye protection.
Sub-Dweller:
Crafters have to subtract 2 from their Cha-
risma when dealing with Humans on the Surface.
5
ChApter 1
Zgłoś jeśli naruszono regulamin