Savage Reich Star 07.1: Skills, Edges & Hindrances (SWADE)
These are based on Savage Worlds Adventure Edition rules.
Skills, Edges & Hindrances
This is the skill psychics use to activate and control their psychic abilities.
Outsider is a more prominent than in the world of Savage Reich Star. In the Reich, it applies to anyone not considered undesirable or Minder. In most cases, this applies to most resistance members. Rarely do Übers work to bite the hands that feed them. In the Empire, an Outsider is simply considered Gaijin. Outsiders have few privileges than Elite or Noble people.
Outsider can be taken as a Minor or Major Hindrance. Taking it as a Major Hindrance means the character is of the lowest of the undesirables – “tainted” genetic lines with “non-Ayran ethnicities.” In game, it means there is something physical that makes their status obvious – skin color, facial feature or physical tattoo for instance. As a Major Hindrance, the character gains the effects of Poverty as well.
Wanted in the world of Reich Star Wanted can more broad and general. Where standard Wanted may be about the individual character and about something that character has done, Wanted in Reich Star can also be more about what the character is and general laws of the current power your hero resides. A hero could be wanted because he is a Rogue Psychic or the wrong Minder classification. The level of Wanted in this case measures how easy it is to hide the particular aspect that makes the person “undesirable.” 1 Point is basically easily concealed but if revealed could get the hero imprisoned or killed. 2 points means that the particular aspect of the character is not easily concealed – like a mutation – and the person has to take extreme measures to conceal it. Otherwise, the hero risks being imprisoned or killed on site.
Suspicious Background (aka Red-Flagged) (Minor/Major)
Your hero or someone related to your hero was involved in a crime or illegal activity at some point in the past, red-flagging your history permanently or semi-permanently in the “system.” Local and federal authorities commonly harass you when something suspicious or illegal occurs.
The level of the Hindrance depends on how serious the crime was as well as what part of the setting the hero lives on. On Erde within the Reich, for instance, it would probably be Major. However, somewhere out in the Belt on a Imperial colony it might be Minor. Also, much like Wanted, a hero with numerous unpaid parking tickets has a Minor Hindrance. Being suspected of being involved in a murder of a Uber is a Major Hindrance in the Reich.
Taking Suspicious Background as a Minor Hindrance imposes a -2 penalty to Networking attempts. As a Major Hindrance, Suspicious Background imposes a -4 to those attempts.
Suspicious Nature (Minor or Major)
The Hero has a suspicious nature about him. This Hindrance can not be taken with the Above Suspicion Edge. As a Minor Hindrance, this imposes a -1 to Avoid Suspicion checks. As a Major Hindrance, the penalty increases to a -2.
Requirements: Uber in the Reich or Nihonjin in the Empire
The Hero has enough social clout, reputation, or connections that when Networking, he gains an automatic bonus to Avoiding Suspicion. He has either kept his nose clean enough or paid off the right people to keep his reputation spotless. He gains a +2 to any Avoid Suspicion check.
New Background Edges
Imperial Lunar Colonist
Requirements: Novice, Imperial Citizen
With this edge, you received the special medical treatments necessary to survive on the Moon long term and return to Earth without suffering any drawbacks. This is available only to Imperial citizens and only good for those approved by the Imperial government. The treatment is only good for 10 years and must be renewed.
Nobles are considered Über in Reich Star. They have the privileges of the Aryans in the Reich or the Wajin in Japan. It earns them certain privileges in the world that surmount to wealth and political influence.
Requirements: Novice, Smarts d8+, Repair d6+, at least two other scientific Knowledge skills at d6+
The Tech Adept can roll an appropriate Knowledge skill and gains adds +1 to Repair rolls. On a raise, he gains an additional +1. (max bonus of +2). The tech adept can exchange the extra bonus from a raise to half the time to accomplish his task (like Mr. Fix It Edge).
New Power Edges
Requirements: Novice, Arcane Background (Psychic, Registered), Psychic Ability d6+
A Psychic with Aptitude Focus centers his powers in one of the Psychic Aptitudes. The Edge can be only chosen once and is chosen for the a specific Aptitude. These are:
To gain an Aptitude, one must go considerable training. To learn to focus one’s ability takes instruction and discipline. They rarely have the any other powers or abilities outside their Aptitude. Any powers without their Aptitude costs one less power point and gain a +1 bonus on casting. Each power falls into one of these Aptitudes. Having a number of these powers in these Aptitudes open up new Professional Edge options for characters (see below).
New Professional Edges
Requirements: Aptitude Focus, Arcane Background (Psychics, Registered), 3 Empathic Aptitude Powers
An Empath is a masters of the mind and emotions there-in. This Edge gives the character a +2 on any opposed Psychic rolls in that area of Aptitude, whether they are using their powers against a foe or are trying to defend against a rival Psychic.
Requirements: Novice, Smarts D6+, Knowledge (Computer) D6+, Computers d6+
You are a professional systems security compromise expert, truth assassin in the digital world, and manipulator of all things virtual. You can hack the system and manipulate data as well as utilize systems connected to the Netx like communications equipment, remote devices and even robots. You gain a +1 bonus to Hacking rolls in Virtual and Hyper Combat. Additionally, you gain a +2 bonus to Investigation and Streetwise rolls when doing research on a domain prior to hacking it.
Requirements: Aptitude Focus, Arcane Background (Psychics, Registered), 3 Telekinetic Aptitude Powers
A Teek is a master of the mind and the manipulation of force through it. The Teek Edge gives the character a +2 on any opposed Psychic rolls in that area of Aptitude, whether they are using their powers against a foe or are trying to defend against a rival Psychic.
Requirements: Aptitude Focus, Arcane Background (Psychics, Registered), 3 Telepathic Aptitude Powers
A Teep is a master of reading minds, thoughts and psychic messages. The Teep edge gives the character a +2 on any opposed Psychic rolls in that area of Aptitude, whether they are using their powers against a foe or are trying to defend against a rival Psychic.
Requirements: Aptitude Focus, Arcane Background (Psychics, Registered or Rogue), 3 Visionary Aptitude Powers
Seers are masters of seeing the unseen with the mind. The Seer edge gives the character a +2 on any opposed Psychic rolls in that area of Aptitude, whether they are using their powers against a foe or are trying to defend against a rival Psychic.