Stat Sheets: Dark Gathering

Welcome back to Stat Sheets, the feature where some of our more gaming inclined Mutants indulge in the pastime of statting out characters from our favorite movies and TV shows using our preferred tabletop role-playing game systems. This time around we’ll be covering the series that dares to ask what would happen if you crossed Ghostbusters with Pokémon and gave it a Scooby Gang ensemble structure and an unequivocal Dunwich Horror vibe, which would be Dark Gathering.

Since I’m introducing a previously unmentioned facet of Savage Worlds, rather than redirect you to an earlier Stat Sheet as I have previously done, I’ll be presenting the (somewhat expanded) prior text here along with the new material.

In Savage Worlds, Attributes and Skills (collectively referred to as Traits) are ranked as die types ranging from four-siders to twelve-siders (with d6 being considered average). Whenever a Trait check is called for, one die of the Trait’s type is rolled, with players and important NPCs also rolling a d6 (known as the Wild Die) and taking the higher result. Whenever a die rolls its maximum result, the die is rolled again and that result is added to the prior result. This is referred to in Savage Worlds as Acing, though it’s more generically known as a die explosion in other game systems that employ a similar mechanic (such as Torg and Shadowrun).

Once all situational bonuses and penalties are applied, the result is compared to the Target Number of the task (with the typical default being 4). If the result equals or exceeds the Target Number, the Trait check is successful. For every increment of four the die roll exceeds the Target Number by, the Trait check gets a Raise, which can provide additional benefits. Some tasks gain specific advantages from a Raise, while others are left to the discretion of the GM. If two 1s (alternately known as Snake Eyes) are rolled on a Trait check, this is a Critical Failure, where the task goes wrong in a spectacular fashion. As with Raises, some tasks have a specific effect from a Critical Failure, while others are left to the tender mercies of the GM.

Hindrances represent a character’s physical and mental foibles. Many come with a game mechanic disadvantage, while others are purely a role-playing tool. Playing one’s Hindrances in a way that inconveniences the party results in the GM awarding bennies, which can be spent on Trait rerolls and other game mechanic benefits. Edges provides specific game mechanic benefits but often require certain minimum Traits and prior Edges to select. Finally, there are the three Derived Statistics of Pace (how much distance the character can cover in a round, starts at 6), Parry (how difficult the character is to hit in hand-to-hand combat, calculated from the Fighting Skill), and Toughness (how resilient the character is in taking damage, calculated from the Vigor Attribute). All three can be modified by possessing certain Hindrances, Edges, and Racial Abilities.

Call it magic. Call it psionics. Call it phlebotinum. Call it what you will. But a majority of RPG settings will have a system to handle uncanny abilities, and Savage Worlds is no different. A character who wishes to have access to this power system must take an Arcane Background Edge along with a corresponding Arcane Skill. The Core Rules features five different Arcane Backgrounds, which serve as the basis for most Arcane Backgrounds in the many Savage Worlds settings. As well as the general theme of each, they vary in how many powers they start with, how many Power Points they start with, which Power Edges can be selected, and what the Arcane Skill’s Linked Attribute is.

The power names and descriptions are fairly generic. It is through trappings that they become customized, usually based on the theme of the specific Arcane Background. The most commonly used example to illustrate this is with bolt, a single target ranged attack power. It could launch a projectile made of fire, electricity, ice, holy energy, telekinetic force, or whatever else tickles your fancy. An alternate citation is the deflection power, which applies penalties to any attacks made against the beneficiary of the power. A psychic could be having precognitive flashes, while a manipulator of elemental forces could be making air currents send projectiles astray.

A power is activated by making a Trait check with the Arcane Skill. On a success, the indicated amount of Power Points are spent and the power’s effects are applied. If a power has a limited duration, additional Power Points may be spent to extend how long it’s in effect. Power Points are recovered at a rate of five per hour of rest, though this can be increased by taking the Rapid Recharge Edge. Also affecting Power Point expenditures are Limitations and Modifiers. Limitations can reduce the Power Point cost of a power (though never below 1) by restricting its use in some fashion. The most common sort are those that limit who or what the power may target. When a Limitation is assigned to a power, it is always applied. Modifiers increase the effects or provide additional benefits to a power by increasing the expenditure of Power Points by the indicated amount, which is always optional.

The Talismanry Arcane Background seen below is a modified version of the Weird Science Arcane Background from the Core Rules. Both involve the manifestation of the powers through the use of physical items. All powers (aside from banish and exorcism) have Limitation -1: Only effective against spirits.

Yayoi Hozuki

  • Attributes: Agility d8, Spirit d8, Smarts d10, Strength d6, Vigor d8
  • Skills: Academics d6, Athletics d8, Common Knowledge d6, Fighting d6, Intimidation d8, Notice d8, Occult d10, Persuasion d4, Research d8, Stealth d6, Talismanry d8, Taunt d8
  • Hindrances: Distinctive Feature (double-pupiled eyes), Loyal, Obligation (minor, school attendance), Ruthless (minor), Vow (major, destroy the Spectre of Death), Young (major)
  • Edges: Arcane Background (Talismanry), Aura Reader*, Brave, I See Dead People*, Improvisational Fighter, Instructor**, Psychically Sensitive*, Visions***
  • Pace: 6 Parry: 5 Toughness: 6
  • Powers: banish, barrier, deflection, entangle, exorcism***, healing, locate***, smite, stun, summon ally
  • Power Points: 25

Keitaro Gentoga

  • Attributes: Agility d6, Spirit d6, Smarts d8, Strength d6, Vigor d8
  • Skills: Academics d10, Athletics d6, Common Knowledge d6, Fighting d4, Notice d6, Occult d4, Persuasion d6, Repair d6, Research d8, Stealth d6
  • Hindrances: Heroic, Jumpy***, Tongue-Tied, Yellow
  • Edges: Fleet-Footed, Psychically Sensitive*, Visions***
  • Pace: 8 Parry: 4 Toughness: 6

Eiko Hozuki

  • Attributes: Agility d6, Spirit d8, Smarts d8, Strength d6, Vigor d6
  • Skills: Academics d8, Athletics d4, Common Knowledge d6, Driving d8, Electronics d10, Hacking d8, Notice d6, Occult d8, Persuasion d10, Repair d8, Research d10, Science d8, Stealth d4
  • Hindrances: Curious, Impulsive, Jealous (minor), Screamer (minor)***
  • Edges: Attractive, Scholar (Electronics), Scream Queen***
  • Pace: 6 Parry: 2 Toughness: 5

* Featured in the Savage Worlds horror setting ETU: Fresh Blood
** Custom Edge, see below
*** Featured in the Savage Worlds Horror Companion

New Edge

  • Instructor
  • Requirements: Smarts d8+, Arcane Background (Talismanry)
  • There can be occasions where it may be desirable to have an associate use one of your talismans. With this Edge, you can temporarily attune someone else to make use of one or more of your talismans. This involves spending a benny and offering some verbal instructions. Each benny spent allows for a number of instructions equal to one-half the instructor’s Smarts die type. Each instruction attunes one person to one power. Multiple powers can be attuned to the same person, while multiple people can be attuned to the same power. The new wielder uses Smarts to activate the power. However, the Power Points come from your personal reserve. The attunement ends at the next sunset or sunrise, whichever comes first.

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