Pacifism is a type of hindrance/disadvantage/flaw that works very differently in different types of games. In most games I play or run, no-one would take the pacifism unless there's a work-a-round against it's limitations - and I can't blame anyone for that, as these games usually have at least one combat each session, and usually everyone's most eagerly waiting for those combats! And they often are the most exciting parts of a game session.
My Beasts & Barbarians campaign starts soon, and I wanted to take a few inspirational photos while waiting for the game. These diorama-like photos have only few pieces of terrain, but represent situations that might well be epic moments in a Sword & Sorcery game.
This tool is meant for inspiration in character creation, both pc's and npc's. You easily choose the 'safe' options' unless you are presented suggestions, which may get your imagination running and give birth to a refreshingly different character. So if you want inspiration for a new character
These are the simple but functional cyberpunk rules for savage worlds I'm using in my Savage Cyberworlds cybercthulhu campaign. The rules may be subject to changes but I'm mainly quite happy about them.
I've been drawing Pulut -sarjakuva (Pigeons -comics) for a Finnish young's community site, and like I've often drawn these pigeons to guestbooks and in greetings, I decided to create a decoration for our wedding cake of these comic characters. The same theme was seen in wedding invitation, where one pigeon 'accidentally' prod a ring closer to another pigeon - and the wedding cake decoration was made from this picture.
I've been posting session logs for my cyberpunk campaign for quite a while but so far I haven't had any structural element to tie them together - this post introduces the player characters and ties the posts together.
From left to right:
Agnes, Two-gun ex-mercenary that knows how to taunt and intimidate.
After the last job, PC's had been getting some cyber and healing. Before they could leave for well-deserved vacation, Ivan got two calls. First, Ivan's police contact called and told Ivan that Italian mafia has put a price on his head (and hindrance was updated to major) - in the last session, the Italians closed with no guns when Ivan & Emanuele turned the confrontation lethal.
In the last session, the pc's got a million dollar job from their new big employer. Tony was killed by Joker's missed grenade attack, and this time we had two new characters in play. One of them was actually the first character created, but the player hadn't been able to get in the game in earlier sessions. Ivan 'The rat' is a bit untidy fixer and Emanuele is an assassin with cyber legs who's quite nerd, playing often a assassin -themed computer game and also talking about it to everyone (who are not interested). Player of Agnes wasn't present.
In a recent discussion about roleplaying mechanics I heard an opinion mentioning that character flaws should be a disadvantage and therefore rewarding well for playing them isn't something that should be done. My way of looking at flaws is completely opposite. While flaws are in general supposed to be a tool of balancing (or in practice min-maxing) characters, they work best as a tool to bring atmosphere, good story and drama to a game. And for this purpose, they work best if players want their flaws to cause them problems.
Here's a diorama I made for a competiton earlier, with some customized steampunk miniatures & scratchbuilt terrain.