Apr 17, 2023 9:44 pm
Here is a link to the PDF for Holler: An Appalachian Apocalypse for Savage Worlds. Please use this responsibly. I kindly ask that no one share this link with those outside of the game.
Race
Humans are the only playable species in Holler. Human characters start play with a bonus Edge of their choice. They must still meet all requirements for that Edge.
Attributes
Characters start with a free d4 in each of the five attributes: Agility, Smarts, Spirit, Strength, and Vigor.
You have 5 points to increase your attributes. Raising a d4 to a d6, for example, costs 1 point. You’re free to spend these points however you like. No attribute may ever be raised above a d12, unless the character's Race states otherwise.
Hindrances
Hindrances are listed in SWADE, starting on page 22. Select up to four points of Hindrances. Major Hindrances are worth 2 points, and Minor are worth 1 point. Hindrance points may be spent on the following:
For 2 points worth of Hindrances you can:
• Raise an attribute one die type, or
• Choose an Edge
For 1 point worth of Hindrances you can:
• Gain another skill point
• Take one Uncommon item from the Holler Gear tables (see Holler, Chapter 2)
New Hindrances: New, setting-specific Hindrances are described starting on page 12 of Holler.
Skills
Skills are described in SWADE, starting on page 29. Characters start with a free d4 in each of the following Core Skills: Athletics, Common Knowledge, Notice, Persuasion, and Stealth.
You have 12 points to put into these or any other skills. Each die type costs 1 point (starting at d4) as long as the skill is equal to or less than the attribute it’s linked to. If you exceed the linked attribute, the cost becomes 2 points per die type.
Skill Maximums: Skills may not be increased above d12 during character creation.
Language: Everyone starts with a free d8 in Language (English).
New Skills: Several new skills, not found in SWADE, have been introduced for this game. These include Distilling (Smarts), Folklore (Smarts), and Folk Magic (Smarts).
Defunct Skills: The skill list in Holler is significantly reduced. The following skills are not available to your characters: Academics, Boating, Electronics, Focus, Hacking, Piloting, Psionics, Research, Spellcasting, and Weird Science.
Edges
Edges are described in the SWADE, starting on page 37. They may be purchased with Hindrance points. An Edge costs 2 Hindrance points.
New Edges: New, setting-specific Edges are described starting on page 13 of Holler.
Banned Edges: Rich and Filthy Rich are banned. Also, none of the Arcane Backgrounds in SWADE are available to player characters; they've been replaced by new ones.
Derived Stats
Pace: Standard Pace is 6" (12 yards/meters), but this may be modified by Edges and/or Hindrances. In Savage Worlds, 1" equals 2 yards/meters.
Parry: 2 plus half of Fighting. For example, a character with Fighting d8 would have a Parry of 6.
Size: Default Size is 0, unless modified by Edges or Hindrances. Cannot be less than -1 or more than 3.
Toughness: 2 plus half of Vigor, plus Armor and Size bonus (if any). Armor is noted next to Toughness in parentheses.
Starting Gear
Each character begins with a few sets of ragged but serviceable clothes, as well as six Common and/or Uncommon items from the Gear tables in Chapter 2 of Holler (starting on page 19). A single Hindrance point may be sacrificed to get a Scarce item of choice, in addition to the other starting items.
You may also select your gear from the SWADE core book, so long as the items would exist in Holler and make sense for the time period. If you choose to take any equipment from the core book, just run it by me first. The items must still have the equivalent of Common or Uncommon availability in Holler.
Each character is assumed to live in a rustic little hovel with wooden floors, no electricity, and no running water (you use a nearby river, well, or the rain for potable water). The home is likely only a single room, or perhaps a few small rooms, and has very basic furnishings. Most families in Holler rely on subsistence farming to help feed themselves, and so they have a garden and probably some livestock. There is no access to radios or telephones.
Grudge & Goal
Each character selects a Grudge and a Goal.
Your Grudge is what drives you to fight and resist the Big Boys. Often, this is some form of wrong that was perpetrated against the character, his loved ones, or his home.
Your Goal represents what the character ultimately wishes to accomplish to settle her Grudge. The more specific and personal the better.
Race
Humans are the only playable species in Holler. Human characters start play with a bonus Edge of their choice. They must still meet all requirements for that Edge.
Attributes
Characters start with a free d4 in each of the five attributes: Agility, Smarts, Spirit, Strength, and Vigor.
You have 5 points to increase your attributes. Raising a d4 to a d6, for example, costs 1 point. You’re free to spend these points however you like. No attribute may ever be raised above a d12, unless the character's Race states otherwise.
Hindrances
Hindrances are listed in SWADE, starting on page 22. Select up to four points of Hindrances. Major Hindrances are worth 2 points, and Minor are worth 1 point. Hindrance points may be spent on the following:
For 2 points worth of Hindrances you can:
• Raise an attribute one die type, or
• Choose an Edge
For 1 point worth of Hindrances you can:
• Gain another skill point
• Take one Uncommon item from the Holler Gear tables (see Holler, Chapter 2)
New Hindrances: New, setting-specific Hindrances are described starting on page 12 of Holler.
Skills
Skills are described in SWADE, starting on page 29. Characters start with a free d4 in each of the following Core Skills: Athletics, Common Knowledge, Notice, Persuasion, and Stealth.
You have 12 points to put into these or any other skills. Each die type costs 1 point (starting at d4) as long as the skill is equal to or less than the attribute it’s linked to. If you exceed the linked attribute, the cost becomes 2 points per die type.
Skill Maximums: Skills may not be increased above d12 during character creation.
Language: Everyone starts with a free d8 in Language (English).
New Skills: Several new skills, not found in SWADE, have been introduced for this game. These include Distilling (Smarts), Folklore (Smarts), and Folk Magic (Smarts).
Defunct Skills: The skill list in Holler is significantly reduced. The following skills are not available to your characters: Academics, Boating, Electronics, Focus, Hacking, Piloting, Psionics, Research, Spellcasting, and Weird Science.
Edges
Edges are described in the SWADE, starting on page 37. They may be purchased with Hindrance points. An Edge costs 2 Hindrance points.
New Edges: New, setting-specific Edges are described starting on page 13 of Holler.
Banned Edges: Rich and Filthy Rich are banned. Also, none of the Arcane Backgrounds in SWADE are available to player characters; they've been replaced by new ones.
Derived Stats
Pace: Standard Pace is 6" (12 yards/meters), but this may be modified by Edges and/or Hindrances. In Savage Worlds, 1" equals 2 yards/meters.
Parry: 2 plus half of Fighting. For example, a character with Fighting d8 would have a Parry of 6.
Size: Default Size is 0, unless modified by Edges or Hindrances. Cannot be less than -1 or more than 3.
Toughness: 2 plus half of Vigor, plus Armor and Size bonus (if any). Armor is noted next to Toughness in parentheses.
Starting Gear
Each character begins with a few sets of ragged but serviceable clothes, as well as six Common and/or Uncommon items from the Gear tables in Chapter 2 of Holler (starting on page 19). A single Hindrance point may be sacrificed to get a Scarce item of choice, in addition to the other starting items.
You may also select your gear from the SWADE core book, so long as the items would exist in Holler and make sense for the time period. If you choose to take any equipment from the core book, just run it by me first. The items must still have the equivalent of Common or Uncommon availability in Holler.
Each character is assumed to live in a rustic little hovel with wooden floors, no electricity, and no running water (you use a nearby river, well, or the rain for potable water). The home is likely only a single room, or perhaps a few small rooms, and has very basic furnishings. Most families in Holler rely on subsistence farming to help feed themselves, and so they have a garden and probably some livestock. There is no access to radios or telephones.
Grudge & Goal
Each character selects a Grudge and a Goal.
Your Grudge is what drives you to fight and resist the Big Boys. Often, this is some form of wrong that was perpetrated against the character, his loved ones, or his home.
Your Goal represents what the character ultimately wishes to accomplish to settle her Grudge. The more specific and personal the better.