Character Creation Notes

Character Creation Notes

Character creation is done in the manner as described in the Savage Worlds rulebook. Below is some additional material unique to Entropy.

Cash: The unit of currency in the Confederacy is the grikma. Before the war, all money transactions were conducted with credit. However, since most of the computers dedicated to this task were destroyed during the Otherspace War, folks nowadays have gotten uneasy about money they can't see or feel. This new currency comes in the form of coins made of asteroid dust crystalized in a unique pattern to prevent counterfeiting and comes in denominations of one, ten, hundred, thousand, and ten thousand grikmas. Characters start off with fifty thousand grikmas.

Cyberload: An organic body can only take so much cyberware. This is reflected by Cyberload. Each piece of cyberware has a Cyberload Rating which is added on to a character's Cyberload. When Cyberload exceeds half the character's Spirit, the chemical imbalances that cyberware cause start having noticable effects and a minor Delusional Hindrance is received. When the Cyberload exceeds three-quarters of the Character's Spirit, the Delusional Hindrance gets upgraded to major. Any attempt to have the Cyberload exceed the character's Spirit will cause chemical levels to go completely out of whack and kills the character. Magic and cyberware don't mix and any magician foolish enough to get cyberware has the Cyberload applied as a penalty to all magic skill rolls (if the Cyberload is a fraction, round up). A target's Cyberload is applied as a penalty to any beneficial magic cast on him/her. It also gets applied as a penalty when using Alchemy items that require a Spirit roll.

Taint Points: This starts at zero unless the Tainted Hindrance is taken. Taint Points are mainly picked up by certain forms of contact with the denizens of Otherspace. Taint makes a character more susceptible to demonic influence, which is applied as a penalty when resisting demon magic or possession. Elementals and void spirits dislike the influence of demons, so the Arcane Backgrounds that work with them have their Taint applied as a penalty to all arcane skill rolls. With certain darker forms of magic, Taint can be used as a bonus. This is dangerous and can result in increased Taint. When Taint reaches half the character's Spirit, he/she has an aura of creepiness and receives a -1 to Charisma and another -1 for every two Taint Points thereafter. However, this penalty does get applied as a bonus to Intimidation rolls and for Summoning demons. The only way to reduce Taint is to use any bennies leftover after a session. For each benny applied, roll 1d6. Each six reduces Taint by one. Otherwise, the benny is wasted. Taint may never go below zero and if it ever exceeds the character's Spirit, he/she is infused with the Taint of Otherspace and becomes a GM controlled minion of the Others.

Contact me
Back to main page