[Home Brew] Savage Hell - Need Feedback

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[Home Brew] Savage Hell - Need Feedback

#1 Postby Myrmicus » Fri Jan 27, 2017 8:01 am

I am currently working on creating a setting. I started a Starcraft setting but put it aside, since it is quite easy to build it with the Sci-Fi Companions.
But the idea of Savage Hell came to me during the campaign we play with friends... it's a Necessary Evil campaign, where my players stays as villainous as they can be, recruiting Nazi Remnants, toying with demonic powers and recently unleashing a demonic invasion on the galaxy (they did put the Overmind into coma by destroying Star-City, before allowing a ritual to make a Duke of Hell possess the Overmind's body). They had real fun dealing with demons and exploring Hell itself...

Anyway, this prompts me to present you my current work. The setting is still under construction, but I come here to ask for your help, to balance out things and see if i'm not making this over the top.

First, the fluff :

Damned you are.

You are dead. That wouldn't be so bad if heavens weren't so picky about who they let in. Unfortunately, you were a sinner... maybe not a huge one, but corruption still has roots in your soul. This soul was thus cast into Hell, a chaotic place, where Sin reign supreme, where your very essence is food, currency and power. You could try to follow the path of redemption, but will find this goal hard to reach. Or perhaps the appeal of more power, more Sins, are stronger. Anyway, you are now a prey of the demons and you will have to fight your way to the top. Will you become one of the Seven Dukes ? Will you become the ultimate fiend ? Only time will say...

Power through Corruption

Power Level :
The setting borrow the Power Point system from Super Powers Companion (2nd edition). Depending on the chosen race (Sinner or Demon), you will start at a different power level. Here they are :
- Sinner : 15PP
- Minor Demon : 30PP
- Demon : 45PP
- Archdemon : 60PP, up to 70 (more details in the Getting More Power Points section)
- Duke of Hell : 75PP

Power Limit :
Same as SPC2, a single power cannot cost more than one third of the current Power Level. This evolve though, since the players can climb through Power Level. If this happens, then the Power Limit accordingly.
Example : A Sinner has consumer enough souls to have 30PP and becomes a full fledged Demon. His Power Limit was 5, while he was a Sinner, but since he grew strong, so are his powers. His Power Limit now is 10.

Getting More Power Points :
In Hell, Power come from Sin and, as an individual become more sinful, his powers grow stronger. At the end of each session, the GM can award 1 to 3 Power Points to his players, depending on their willingness to indulge into their personnal sins. Alternatively, a player who actively try to resist his sins can loose Power Points, potentially loosing powers bought with them. Consuming Souls is another way to get more Power Points, but it will be addressed in its own category. Awarded Power Points can be used to buy new powers and modifiers and will ultimately make the character climb in Power Levels.
One cannot rise above 70 Power Points, unless he consume the soul of a Duke.
Even after consuming the soul of a Duke, the maximum Power Point is 85.

Consume Souls :
When a foe is defeated, one can try to consume his soul. Only the souls of foes incapacited through combat wounds or fatigue can be consumed. To consume a soul, the player must spend an entire round with no other action and make an opposed Spirit roll with his victim. On a success, it is consumed and instantly heals the soul eater one Wound AND one Fatigue level. Aditionnaly, if the consumed Soul was of higher power level, then the soul eater is awarded Power Points. A character gain 1 power point for each step above his, in the Power Level grid.
Example : A minor Demon consume the soul of an Archdemon. The Archdemon is two steps above the minor Demon, in the Power Level grid, which grants the minor Demon 2 Power Points.
On a failure of the Consume roll, the soul is simply not consumed. If the character is dead, resolve his death and if it is only unconcious, further rolls can be attempted. On a critical failure, the soul is consumed, but overpower the one who ate him, inflicting him a Wound that can only be healed through another soul consumption. After a soul is consumed, another spirit roll is made, suffering -1 for each Power Point gained (if any). On a failure, the character get a random minor mental or sinful hindrance from his victim. On a critical failure, he gets a major hindrance.
-- Eating the Soul of a Duke : Consuming the soul of a Duke isn't like consuming anyone's soul. Dukes are the incarnation of each Sin and, as such, their soul empower the soul eater beyond reason. No matter what was the amount of Power Points the character had or his Power Level, if the Soul of a Duke is consumed, the character instantly becomes the new Duke and has his Power Points raised to 75.
-- Eating Holy Souls : Saints, Angels and overall holyness is toxic to corrupted being. Consuming a holy soul inflict a wound and inflict 1 Power Point loss. Consuming the soul of a Highlord is fatal.
-- Eating Eldritch Souls : Eldritch beings are alien to Hell and exhibit weird powers. Some do seek to understand their power by eating them, but most demons agree to say that this is a bad idea. Consuming an Eldritch Soul always inflict a wound and grant 1 Power Point. After that, a Vigor roll must be made... on a failure, the character gain a minor physical hindrance, as his body shift and mutate under the eldritch influence. A critical failure gives a major hindrance.

Path of Corruption :
Upon climbing the Power Level grid, the very nature of the character evolve :
- When a Sinner grows to the Minor Demon power level, his starting sin is upgraded to his Major Hindrance version. He also exibit at least one demonic trait (glowing eyes, horns, change in skin color, etc.).
- When a Minor Demon become a full fledged Demon, he gets a new Minor Hindrance related to his starting sin. If his skin hasn't already changed in color, it does now. If it already has, the demon get another demonic trait.
- When a Demon rise to the Archdemon power level, he gets one more Minor Hindrance related to his starting sin, ore turn a minor sinful hindrance into its major version (if applicable). If he didn't already have horns, the Archdemon grows a pair (of horns). If he already had one, he gain another demonic trait.
- When becoming a Duke, an Archdemon gain the Hindrance Sin Incarnate and an additionnal Major Hindrance related to his Sin and gets another demonic trait. If ascending to the Duke power level from lower power levels, the demon must first resolve each state stated above : A Minor Demon becoming Duke gets two minor (or one major) hindrances, one more major hindrance, the hindrance Sin Incarnate, his skin changes in color, he grows horns and get another demonic trait.
Alternatively, a character who has lowered their power level looses the hindrances gained through this evolution, but keeps the demonic traits. He gains no more demonic traits upon rising in power again.

The Seven Deadly Sins :
The sins shape the realms of Hell and its inhabitants. Each Sin has his own color, hindrance, trappings and Power Types. Unless a trapping, color and power type isn't mentionned in one of the following sins, it is considered universal and accessible to all. The primary color determine the skin color of a Demon, secondary colors are options for glowing eyes, energy hues, etc.. In the following descriptions are the basic hindrances tied to each Sin and is the one a character gets when creating a character. Other hindrances are related to sins, but are further developped in the Hindrances section.

- Lust : A Sin of the flesh, Lust makes one seek carnal pleasures. Indulging in this sin can create devious and disgusting behaviors to those with some morality. Lust is often considered the less severe of the sins, since it exploit a primal desire that exist to help every species to create offspring. But do think Lust Demons to be harmless... even if they are the most friendly demons around, Lust demon tend to love corrupting pure beings for their own amusement. The most depraved slaves of Lust have little to no shame and can indulge into the most gross and disgusting practices.
--- Starting Hindrance : Minor version : When attempting to resist any Taunt, Persuasion or Intimidation roll involving sexual promises or suggestions, the lustful suffer -2 to his roll. As a Major version, they suffer -4.
--- Primary Color : Pink
--- Secondary Colors : Red, Purple
--- Power Types : Mental (energy), Biological (Matter), Vegetal (Matter)

- Gluttony : A Sin of the flesh, Gluttony makes one crave for food. Gluttons eats a lot, to the point of waste and sickness. Often considered disgusting for their behavior, Gluttony Demons do have a sense of taste more developped and, even if they can and will eat anything, they often keep the more tasty bits for themselves. Other demons are wary of the Gluttons, because they are the most willing to consume souls for no other reason than satisfy their hunger...
--- Starting Hindrance : Minor Version : The glutton must consume a soul or eat his own weight each day or suffer a fatigue level that can only be healed by eating. They cannot become incapacited because of this. Even though they can eat anything (including dirt, rocks and sand), they will choose tasty food if they can. As a Major Hindrance, Fatigue can cause incapacitation and ultimately death. If a glutton eats non commestible things because of this hindrance, he suffer -2 to any trait roll for the rest of the day.
--- Primary Color : Brown
--- Secondary Colors : Purple, Orange
--- Power Types : Radiation (Energy), Biological (Matter)

- Greed : Greed is a Sin of the Mind. Greedy demons tend to hoard treasures or even useless trinkets, because they simply cannot let go what they have. They are often merchants, thiefs or even landlords... Their taste for material possessions often makes them rich... and the favorite target of Envy Demons. Breaching Greed Demon's protection is difficult, because they really know how to keep others away.
--- Starting Sin : Greedy from the core rules, minor and major versions.
--- Primary Color : Orange
--- Secondary Color : Golden, Brown
--- Power Types : Magnetism (Energy), Metal (Matter)

- Sloth : A Sin of the Mind. Sloth Demons are often considered mostly harmless, wrongly so. Of course, they tend to stay in bed all day, not doing anything. Furthermore, they are often slow and stubborn, but one Sloth Demon should not be trifled with... it takes a monumental amount of damage to take them down and some have been seen to defend themselves even while sleeping. Sloth Demons are kings and queens of the realm of dreams and can turn anyone's life into a nightmare.
--- Starting Sin : Minor version : Healing Fatigue levels takes twice the normal amount of time for a Sloth Demon. Additionnally, he sleeps four to six hours more than everybody else. As a major hindrance, the Sloth demon must roll the higher between Spirit and Vigor to get up in the morning. On a failure, he will spend the day to sleep, doing nothing else, no matter what is happening around him.
--- Primary Color : White
--- Secondary Colors : Grey, Black, Silver
--- Power Types : Cold (Energy), Ice (Matter), Any gaz cold enough to be in its liquid state (Matter)

- Wrath : A Sin of the Mind. Now, Wrath Demons are universally feared through hell, because of their bad temper and often unreasonnable behavior. A Wrath Demon WILL beat others to pulp if they are angered enough... They are often considered the best warriors and enforcers of Hell. Interestingly enough,Wrath Demon are less likely to be selfish compared to other demons and some even turn their violence toward righteous causes. But in the end, they are brutal individuals.
--- Starting Sin : Minor Version : Any failure on a roll to resist taunt or intimidation can trigger the wrath of the character. If this happens, they must make a Smart roll or enter an angered state, where he suffers -2 Parry, Smart and any Smart based skill roll. As a Major hindrance, any attempt of taunt or intimidation against the Wrath Demon do trigger the smart roll, like in the minor version. If the character has the Berserk Edge, the player can choose to go berserk instead.
--- Primary Color : Red
--- Secondary Colors : Orange, Yellow
--- Power Types : Heat/Fire (Energy), Any mineral hot enough to be in its liquid state (Matter)

- Envy : A Sin of the Mind. Envy Demons are universally considered a nuisance by other demons... Their obsessive jealousy makes them covet what other have. They do not necessary want to possess what is other's (be it power, possessions or skills), but the fact that others have things they don't is unbearable to them. Minor Envy Demons tend to be mean and petty, while the most powerful Envy Demons can stop themselves to steal and destroy everything that is better than what they have... As such, Greed Demons are their favored target, but no one is safe from their destructive obsession.
--- Starting Hindrance : Minor version : Possessions and powers of others makes the character uneasy. Whenever he is aware of someone with more power, more wealth or more anything in his vicinity, the character suffer -2 to Smart and Smart based skill rolls. As a Major Hindrance, they suffer -4 instead.
--- Primary Color : Green
--- Secondary Colors : Yellow, Blue
--- Power Types : Kinetics (Energy), Radiation (Energy), Earth/Stone (Matter)

- Pride : A Sin of the Mind. Pride Demons are born rulers... and they do rule. Other demon tend to dislike their behavior, as Pride demon makes it pretty clear that they are the best in almost everything. Often mean, arrogant and overconfidant, they fall pretty hard when they discover each and every demon is dangerous. Still, they are the best leaders of hell and are willing to put down anyone challenging their authority.
--- Starting Hindrance : Minor Version : They suffer -2 to resist any persuasion, intimidation and taunt attempt that challenge their superiority. As a Major Hindrance, they suffer -4 instead.
--- Primary Color : Blue
--- Secondary Colors : Golden, Purple
--- Power Types : Elecricity (Energy), Mental (Energy), Force (Matter), Solid Light (Matter)

Redemption :
As stated in the "Getting More Power Points" section, demons and sinner can loose power points by actively resisting his sins, to the point of having no power points. If this happens, the sinner can attempt to follow the path of holiness. At the end of the session where a character has no Power Points left AND has acted with selflessness and benevolance, he can attempt a Smart roll, to see if he really understands the meaning of being holy. If he succeed, his soul is stripped from his sins and he instantly looses all his remaining sinful hindrances. He then follow the rules of "Power through Holiness", is awarded 15 Power Points and is now a Saint. He still retains any demonic trait he could have, but now follow the color code of holy beings.
Anyone with the "Sin Incarnate" hindrance is beyond redemption and cannot follow the path of holiness, no matter what.


Power through Holiness

Power Level :
Like in the corruption path, holiness uses Super Powers Companion (2nd edition) system. Depending on the chosen race (Saint or Angel), you will start at a different power level. Here they are :
- Saint : 15PP
- Angel : 30PP
- Ascended Angel : 45PP
- Archangel : 60PP, up to 70 (more details in the Getting More Power Points section)
- Highlord : 75PP

Power Limit :
Function exactly the same as the Corruption power limit : as a holy being climbs the Power Level grid, so does his power limit : a charactor cannot spend more than a third of his power level.

Getting More Power Points :
Holy beings grow in power through selflessness and benevolance. At the end of each session, the GM can award 1 to 3 Power Points to character played this way. However, the path of holiness, while having a wider access to powers, is harder to follow. NOT being selfless and benevolant can make a character loose PPs, even if he did not indulge in any sinful behavior. Indulging into a sinful behavior is punished by an even bigger loss of Power Points.
A holy being can grow up to 70 Power Points maximum.
A Highlord can grow up to a maximum of 85 Power Points.
- Becoming Highlord : there are 7 Highlords and each embodies one of the Seven Virtues. When a Highlord dies or falls from grace, his holiness is granted to the most deserving holy being... an Archangel, most of the time, since they grew powerful through selfessness and benevolance, but the ways of God being unknowable, this is not always the case. Upon becoming Highlord, no matter his previous Power Level, a character has his Power Point pool instantly raised to 75.

Consume Souls :
Consuming a soul means eating it, digesting it and converting it into raw power. It is an act of utter selfishness that is strictly opposed to the very nature of holiness. As such, a holy being who consume a soul instantly looses 5 power points, plus 2 power points per difference in the Power Level grid : an angel eating the soul of an archdemon would looses 10 Power Points. Even if failing his attempt to consume a soul, the holy being suffer an immediate loss of 2 Power Points, due to the selfishness of the act. There are only two exceptions :
-- Sacrifice of the Consumed : If one freely sacrifice his soul to a holy being in a dire situation, the holy being who consumes it can attempt a Smart roll to see if he can process and accept the necessity of the act. On a success, the soul eater do not loose Power Points.
-- Sacrifice of the Consumer : Sometime, a being can be so dangerous, so villainous, that destroying its soul is the best course of action. This can only attempted on a corrupted or eldritch soul. The soul eater must succeed a Smart roll to process and accept the necessecity of the act. Even then, he gain a Major Hindrance tied to the nature of the soul : a demonic soul grants a Major Sinful Hindrance and an eldritch soul grants a Major physical hindrance, due to mutation.
Appart from what is stated above, consuming a soul function the same way than in the path of Corruption (healing wounds and fatigue, the risk of gaining an hindrance, etc.)

Path of Holiness :
Upon climbing the Power Level grid, the very nature of the character evolve :
- When a Saint grows to the Angel power level, his starting hindrance is upgraded to his Major Hindrance version if applicable, or he gain a new minor benevolant hindrance. He also grows a pair of wings, granting him the ability to fly at his normal pace. The flight power replace this ability if higher.
- When an angel becomes an Ascended, he gets a new Minor benevolant Hindrance. His eyes start to glow with golden energy.
- When an Ascended rises to the Archangel power level, he gets one more Minor benevolant Hindrance, ore turn a minor benevolant hindrance into its major version (if applicable). He also grows a secondary smaller pair of wings, allowing him to fly twice his normal pace.
- When becoming a Highlord, an Archdemon gain the Hindrance Virtue Incarnate and an additionnal Major benevolant Hindrance and gets a glowing halo above his head. If ascending to the Highlord power level from lower power levels, the holy being must first resolve each state stated above : An Angel becoming Highlord gets two minor (or one major) hindrances, one more major hindrance, the hindrance Virtue Incarnate, his eyes start to glow, he grows a secondary pair of wings and get his halo.
Alternatively, a character who has lowered their power level looses the hindrances gained through this evolution, but keeps the holy traits (such as wings, glowing eyes and halo). He gains no more holy traits upon rising in power again.

Selflessness :
While demons are divided between the seven deadly sins, holy beings "only" need to live a selfless life, care and aid others. Most tend to follow one Virtue more than another, but only Highlords are really tied to one of them. As such, all holy beings follow the same color code. The primary color is used to determine the color of the holy energies, glowing eyes and halo. Secondary Colors are more often seen for the powers using holy energies. Holy Beings have access to any Power Type, except Eldritch, Demonic and any strictly harmful power type (debatable with the GM) :
-- Primary Color : Golden
-- Secondary Colors : White, Blue, Red, Green

Fall From Grace :
Much like there is a way to redemption for the sinners, a holy being can fall to a corrupted and sinful state. When loosing his last power point, the holy being becomes a Sinner. If not already having one, he get the starting hindrance of the Sin he exhibited the most, and is then tied to his sin. If he had wings, their feathers turn black and he now follows the color code of his Sin. This fall from grace doesn't offer him Power Points like redemption does to sinners and the fallen angel must eat souls and be sinful to gain some...
He then follow the rules of "Power through Corruption"


Other Setting Rules

Eldritch Powers :
As stated in the Consume Soul section, one can acquire Power Point when consuming the souls of Eldritch beings. Doing so bear the risk of gaining physical hindrances through mutations caused by the Eldritch energies. Once a character have suffered at least 2 mutations, his body start to attune to the weird essence of Beyond. He then have access to the Eldritch (Energy), Eldritch Psionics (Energy), Eldritch Force (Matter) and Eldritch Flesh (Matter) power types. Power using those Power Types do not follow the rules of holiness and corruption and, as such, cannot recieve modifiers tied to Sins or the Holy. They can, however, recieve modifiers tied to the Eldritch.
- In addition, a character must keep track of the amount of Power Points invested in Eldritch powers. If more than half of their current Power Points are invested into Eldritch powers, those alien energies seize the soul of the character and he gains the "Terminally Ill" hindrance. If he ever dies because of this hindrance, the character is fully transformed into an eldritch creature. He can hand his sheet to the GM and start a new character...
- Characters who have the "Terminally Ill" hindrance because of Eldritch powers can communicate with and understand Eldritch creatures. This is bad for the mind of any sane person and, each time he tries to do this, he must make a Smart roll to see if he can keep his sanity. On a failure, he instantly gain a minor mental hindrance because into his descent into madness. On a critical failure, he suffer a major hindrance.
- No matter how much Eldritch powers the character has, he is always considered Eldritch for the sake of Soul Consumption.
- Power Points invested into Eldritch Powers cannot be lost. This means a demon who resists his sins in hope for redemption will slowly loose his corrupted powers and, ultimately, end up with more power points invested into Eldritch powers, suffering the "Terminally Ill" hindrance...

Contracts and Edicts

- Contracts : In Heaven and Hell, Contracts are tools used to bring order into chaos. They are sheets of paper, parchment or anything one which one could write. Anything can be written, any condition and rule... those who voluntarily sign a contract with their blood are bound to obey its terms : they simply cannot ignore them and, even if forgetting them, are forced to follow them : Contracts are absolute.
-- To write a Contract, one must roll a Knowledge (Bureaucracy) roll, to determine how well written it is.
-- To read a Contract, one must roll an Investigation roll, to determine if he can understand all the implications well enough.
-- When more two (or more) people intend to create and sign a Contract, the writer makes his Knowledge (Bureaucracy) roll, opposed who the other party Investigation roll. The result of this opposed roll determine who gets the better of the contract. Addendums, Post Scriptums, overly complicated wordings and little letters are a common trick to take advantage of fellow contractors. The virtuose bureaucrats often have lots of slaves... Alternatively, the perceptive contractors can go around the terms, if they understand the wording well enough and can find loopholes.
-- There are "universal" Contracts, often inscribed on uniforms of an organisation, that forces those wearing it to follow the rules. Such Contracts only affects those who effectively hold the object on which it is written.

- Edicts : Edicts are exactly like contracts, except they are much larger in scale. Because of the chaotic nature of hell and demons in general, most cities have Edicts used to enforce local laws. When someone is about to enter a territory affected by an Edict, he is instinctively aware of its existence and its exact wording. In such a territory, anyone must abide to its laws, unable to do otherwise.
-- Creating an Edict, while similar to a contract, is more difficult. Only characters with the Runemaster Edge can do such a thing. Then, a Knowledge (Bureaucracy) roll is made, just like a Contract. Since an Edict affect the land itself, it can only be written on unmovable objects (such as the ground, the wall of a castle, etc.)
-- With an Investigation roll, opposed to the Knowledge (Bureaucracy) result used for the creation, one can understand the wording well enough to find loopholes they can exploit, in order to go around those laws.
-- The Edict's area of effect depends on the Power Level of the writer : Sinner cannot issue Edicts. Angels/Minor Demons can issue edicts that affect a house. Ascended Angels/Demons can issue Edicts that affect a mansion or a castle. Archangels/Archdemons can issue Edicts that affect a whole city. Highlords/Dukes can issue Edicts that affect all the lands in a 10 miles radius.

- Breaking and disobeying Contracts & Edicts :
-- Contracts can be broken if all those who signed it agree to end the Contract. Edicts, on the other end, can only be ended by the one who created it.
-- If a Contract or an Edict has any rule or condition that gives a closure, such as "Bob must obey Jim every order until he dies", then the death of Bob OR Jim (since no precision is made upon who must die) breaks that rule. Breaking the full contract needs a more global closure : something like "This contract holds until the End of Times" needs the End of Times to cease.
-- Finally, Eldritch powers are the only force capable of destroying a Contract or an Edict. To do so, one must attack the physical manifestation of the Contract/Edict (the object where it is written) with an Eldritch power. A Shaken result means that the Contract/Edicts isn't destroyed, but can be ignored for the next 24 hours. A Wound result means the Contract/Edict is destroyed. The Toughness of an Contract is half his creators Power Level (rounded up) and the Toughness of an Edict is the full Power Level : a Contract written by a minor demon has 15 in Toughness, while a Contract written by a Duke has 38 in Toughness. This Toughness is used to resist eldritch powers, the object itself isn't more tough and can be destroyed like any other. But, util the contract or edict is broken, the object will always regenerate.
-- As stated above Contracts and Edicts can be interpreted in different ways, usually to bypass a rule without ignoring or disobeying it. A rule such as "Thou shall not steal" does not prevent to "borrow" things... But it must be cristal clear that the object is borrowed and will be returned.
-- Rules including punishment can be ignored or disobeyed, at the cost of suffering said punishment : "Thou shall not steal, under the penalty of loosing a hand" means that one can steal, but will immediatly loose a hand... it can simply fall off, spontaneously combust or suffer anything that will remove it.
-- If a character signed multiple Contracts with rules incompatible with each other, the older Contract has the priority and must be chosen over the most recent one. Edicts are always stronger than Contracts and must be obeyed first. Larger Edicts are stronger than smaller Edicts, in the same fashion : an Edict ruling a whole city must be obeyed before the Edict ruling a house in said city.
-- There is one way to ignore an Edict : since Edicts affect a land, one might choose to invade said land. There is no formal, nor ritualistic mean to do so, they just wish to invade the land upon entering it. By doing so, the Edict doesn't apply to him, or any troop and servants under his command. The downside is everyone who follows the Edict will instinctively know about the event... and they can ignore the Edict themselves when dealing with the invaders.


New & Altered Hindrances :

Sinful and Benevolant Hindrances :
Since Corruption and Holiness are important mechanics of this setting, some hindrances are affiliated to a particular Sin or to Holiness. Such hindrances are labellet Sinful or Benevolant hindrances and are the ones used to fulfill requirements of Edges and Powers. New sinful and Benevolant Hindrances will be listed below, other pre-existing hindrances will be tied to a particular Sin or to Holiness. Upon creation, an hindrance can become Sinful or Benevolent, if trapped accordingly. Here are few examples :
-- A Character can have the Lame hindrance because of a crippled leg. But he can also be Lame because of his lazyness : being a Sloth demon, he is so lazy that he lacks the motivation to move at full speed... in this case, Lame is a Sinful Hindrance of Sloth.
-- Loyal can be a Benevolant hindrance, if the character refuses to leave anyone behind out of pure goodness of heart. Alternatively, a Greed Demon can simply refuse to loose any of HIS troops or HIS subjects. In this case, Loyal becomes a Sinful Hindrance of Greed.
As with anything else, the GM has the final say in this matter.

Bulimic (Minor/Major) :
Tied Sin : Gluttony
When the character starts eating, he can't stop unless he succeed a Spirit roll. On a failure, the character will stop only after having his belly so stuffed he suffers -2 to any Agility or Agility based skill roll for the next 24 hours. As a Major hindrance, the character eats so much he suffer a wound from his bursting stomach.

Kelptomaniac (Minor/Major) :
Tied Sin : Greed
The character can't stop himself from laying his hands on everything. As a minor hindrance, he can reason himself when when is load limit is full. As a major hindrance, the character will continue to steal things, even if it means getting past his load limit.

Masochism (Minor/Major) :
Tied Sin : Lust
The character is sexually aroused by pain. As a minor hindrance, he suffer -2 to his rolls to recover from being shaken through physical damage. As a major hindrance, he suffers -2 to his Parry, because he actually seeks pain.

Mine! (Minor/Major) :
Tied Sin : Greed
Greed is so strong in this character he won't share his belongings. As a minor hindrance, dire situation or strong necessity are enough to soften the greed of the character. As a major hindrance, he will never give or land anything to anyone... ever.

Nymphomaniac (Major) :
Tied Sin : Lust
The character must have sex at least once a day. If he does not, he suffers -2 to any Smart roll or any Smart skill roll. This malus stacks for each passing day without any sexual activity to a maximum of -6.

Sadist (Minor/Major) :
Tied Sin : Wrath
Anger makes your blood boil with hate, a hatred only muffled by the suffering of others. As a minor hindrance, you will avoid killing your opponents just to see them suffer. As a major hindrance, you won't help friends if it means easing their suffering. If this habit is known, you suffer -2 to your charisma.

Sin Incarnate (Major) :
A common trait of the Seven Dukes of Hell, since they literally are incarnations of their chosen Sin. But as it happens, some people were so corrupted in life, utterly devious and monstrous beings, that corruption took deep roots in their soul. A character who is Sin Incarnate cannot lower their basic Sinful hindrance below it Major version and cannot follow the path of redemption : he is too far gone. In addition, anytime the characters wish to actively resist his sins, he must first spend a benny, who is then added to the GM's pool. However, since corruption is a source of power in the afterlife, characters suffering from this hindrance have access to powers and modifiers others don't.

Terminally Ill (Major) :
The character suffer from a curse or from having eaten too much Eldritch Souls. Either way, his mind is slowly degrading and failing... you can find whatever reason you want, but your soul slowly dissipate. Since the setting takes place in afterlife, characters are already dead : terminally ill means that something happens that makes you cease to exist, with no possibility to avoid this fate. At the start of each session, the Terminally Ill character draws a card. If it is a face, his current state worsen and he suffers -2 to any trait roll for this session. If a Joker is drawn, then the character will die during the session... permanently.

Vandal (Minor/Major) :
Tied Sin : Envy
You can't stand other's riches. As a minor hindrance, you will often break other's possessions anytime you can get away with it, but can still control yourself if the situation calls for it. As a major hindrance, nothing will stop you from breaking things... and if something does (like a Contract or an Edict), you will suffer -2 to Smart or any Smart based skill roll for the next hour due to frustration.

More to come :
- New and altered Hindrance (some hindrance are tied to sins, holiness or the eldritch, like Arrogant, tied to Pride, or Lame, that can be tied to Sloth, Heroic tied to holiness, etc.)
- New and altered Edges (Berserk require to have Wrath as a starting Sin, etc.)
- Powers modification (Some powers will be altered depending on the player's Sin, other will be reserved to a particular Sin)
- Runic rules
Last edited by Myrmicus on Sat Feb 11, 2017 6:08 am, edited 4 times in total.

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Re: [Home Brew] Savage Hell - Need Feedback

#2 Postby ValhallaGH » Fri Jan 27, 2017 8:03 am

I apologize if this kills your creativity rather than reinforcing it.
Good book. Enjoy.
"Got a problem? I've got the solution: Rocket Launcher."
"Not against a Servitor."
"... We're all gonna die."

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Re: [Home Brew] Savage Hell - Need Feedback

#3 Postby moonowl67 » Sat Jan 28, 2017 9:05 am

Very interesting - I'm sorry I don't have much to add to it, but I do like where it's going.

I could easily see this set of rules being used in a dark medieval campaign. Once you add the holiness rules, it's a natural fit for something in the classic Arthurian vein.

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Re: [Home Brew] Savage Hell - Need Feedback

#4 Postby Myrmicus » Tue Jan 31, 2017 2:44 pm

Bump, added "Power through Holiness" rules

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