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Post by OFTHEHILLPEOPLE on Mar 16, 2016 9:49:31 GMT -8
I am going to be running the previously mentions Savage Super Powered Murder Hobos at ChupacabraCon and am putting together the characters bit by bit. But I thought that maybe there are some recommended or must-have edges that are recommended for Pre-Gen characters at cons so I thought to ask here. Are there edges that you include in every batch of pre-gens when you make characters, like Luck? What edges should be avoided?
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Post by ilina on Mar 16, 2016 14:15:21 GMT -8
Edges that should generally be Avoided tend to consist of Edges that don't fit the characters concept, like the fighting skill or the marksman edge on a pacifist, or a d12 shooting on a 23 year old librarians assistant or survival on a character who has never hunted in his or her life
good examples of skills or edges to include consist of, don't start a 0XP character with more than a d8 in what they are good at. unless they are really damned good, and to keep ages and skillsets reasonable. retrapping or reskinning hindrances works better than making new ones. in fact, look for edges that reinforce a character's concept
a librarian should have a high smarts and maybe scholar. a case could be argued for attractive, but it isn't really needed.
a soldier should probably have fighting and shooting, one at a d8, the other at a d6. with a d8 agility. depending on the army branch and the soldier's job, you pick skills for the soldier, but please, don't try to tack everything on. a sniper or scout might have stealth, survival, notice, and tracking, a tactician might have high smarts. knowledge battle, and maybe scholar, a medic would clearly have healing, medicine and notice. the key is to think of what role your soldier served
a Celebrity should clearly have a positive charisma and the persuasion skill
a mob boss should have noble, persuasion, taunt, and intimidate
but you get the idea. tailor things around the concept than add specifics.
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Post by shadrack on Mar 17, 2016 14:20:36 GMT -8
With supers, I think you just take some if the classic super hero tropes and run with them. Brick, Blaster, scrapper, Yeah yeah, I played some city of heroes, so sue me.
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Deleted
Deleted Member
Posts: 0
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Post by Deleted on Mar 17, 2016 16:27:45 GMT -8
This is a bit off topic from must have edges and is more about the pregens for a murder hobo game. If you have read any discworld novels, you may be able t find some inspiration within the beggars guild. discworld.wikia.com/wiki/Ankh-Morpork_Beggars'_Guild Beggars like foul Ole ron, Coffin Henry, and Duckman can add a bit of color to your game beyond the Rutger Hauer Hobo with a Shotgun.
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joegun
Journeyman Douchebag
Posts: 249
Preferred Game Systems: Savage Worlds
Currently Playing: Just GM'ing right now.
Currently Running: Rippers Resurrected, and Savage RIFTS!
Favorite Species of Monkey: Baboon
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Post by joegun on May 6, 2016 16:03:11 GMT -8
For a murder Hobos game I'm going to assume a combat fest in which I would go with: 1 : Ambidextrous and Two-fisted (maybe a couple scimitars! ) 2 : Sweep and Frenzy ( and probably something big and two handed ) 3 : Marksman and steady hands (maybe rock and roll)(gun/bow/crossbow) 4 : Quick, extraction, first strike (short sword or knife with poison) 5 : Command, tactician, and a few other leadership edges
I made a group like this for a 1 shot and it was a blast. The leader got to kinda meta run the combat barking orders as well as attack and defending, while everyone else felt like there person did something really special.
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Post by jonas on May 6, 2016 21:41:09 GMT -8
I always try to pick edges that will put a smile on my players' face when they utilize them. It's also good to pick those that are easy to remember as a gm.
Quick and/or Level-Headed come to mind. It just feels so good to discard a card and get a joker. :-)
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