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TABLE OF CONTENTS

OVERVIEW 1

Background 1

The Agency 1

Modifications from Explorers Edition 1

Equipment 2
OVERVIEW
Background

The setting is akin to modern earth, with the exception that the Cold War is still raging. You work for an
organization based out of the United States. You have recently been grabbed from your previous lives and thrown
together on a team to work for this organization.

The Agency

Your characters make up an elite team designed to complete missions to meet the interests of an organiza-
tion known simply to you as The Agency. You know little about The Agency or its interests beyond assuming it
has a loose but untraceable connection to the United States government (it acts on behalf of the government without
being a part to prevent international incident). You receive secure messages detailing each mission and are then left
to plan how to accomplish said mission. Below is the credo, or rules per se of the Agency:

1. Completion of the mission is your top priority to be completed at whatever cost.


2. While the mission is the top priority, minimize your peripheral impact as much as possible. Ideally you
should not have any impact other than that explicitly stated in your briefing.
3. There is no backup. If you go down, you go down alone. There is nothing connecting you to any govern-
ment or group.
4. Rely on your teammates, they are all you have.

Modifications from Explorers Edition

Rules will stand as written in the Savage Worlds Explorers Edition with the following changes. The only
available race is human, however you do retain the bonus edge at character creation. All skills will be allowed, how-
ever the following skills will not likely be used very much (unless of course you seek out reasons to use them):
Climbing, Gambling, Guts, Riding, Survival, Swimming, Tracking. Boating, Driving, and Piloting will all be placed
under a single skill of Piloting, however you pick a focus and get +1 to one of the three and a -1 to the other two. As
far as Hindrances, the following will be removed and see the later section for added ones: Delusional (unless you
have a really good one), Doubting Thomas, Elderly (unless you have a really good reason), Lame, Poverty, Young
(unless you have a really good reason). Logically the physical hindrances will be somewhat odd for some character
designs and may work for some. Removed Edges:

Background Edges: Arcane Background, Arcane Resistance, Improved Arcane Resistance, Noble, Rich, Filthy Rich,

Combat Edges: Giant Killer

Power Edges: All

Professional Edges: Champion, Gadgeteer, Holy/Unholy Warrior, Mentalist, Mr. Fix-It, Wizard

Weird Edges: Beast Bond, Beast Master, Danger Sense (i.e. Fast Healer is only one allowed)

Bennies and experience will work off of a timetable per mission rather than per session. In other words, you will
receive three bennies per mission and experience at the end of a mission. I will also give bennies for good
roleplaying/giving-in to hindrances (i.e. taking a course of action that is disadvantageous because of your hin-
drance).

SAVAGE WORLDS A CRAZY LINE OF WORK

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Equipment

Equipment will largely acquired on a per-mission basis as issued by The Agency. Before each mission you
will submit a request for equipment and weapons and will be granted what The Agency sees fit. It is well-funded
and will likely be able to fill most orders, however it does have its limits. All the modern armor, weapons, and
equipment can be requested. If anything else is desired, mention it and we will work something out. As far as am-
munition, keep strict track of it, and if this proves to hinder the game, we will work something else out.

SAVAGE WORLDS A CRAZY LINE OF WORK

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