Trappings are a way to add flavor and uniqueness to characters, and as such they’re strongly encouraged. In Savage Hexcrawl, trappings are not limited to powers: you may also take them with equipment, skills, and edges.
When you learn a power, you must also give it a trapping. The trapping may be purely cosmetic, or it may have some mechanical bits (see below).
Equipment trappings are handled via Savage Armory (see Equipment).
You can also apply trappings to Edges if it would make sense and fit with your character’s theme.
You can apply trappings to skills that you have a d6 in or higher.
|How to make a Trapping|
Trappings are usually balanced around the following aspects. Note that a trapping’s effects should be negotiated with the GM.
- Limitations: Trappings may impose limitations on whatever they’re applied to. This might be a penalty under certain circumstances, or a flat-out restriction on what you’re able to do with it.
- Cost: Trappings might increase the cost of whatever they’re applied to. For instance, you may need to spend more power points, or even a benny, to use your trapping.
- Consequences: Trappings might make failure dangerous. This could take the form of something bad during a normal failure (such as gaining a level of fatigue) to something extreme during a critical failure (fall unconscious, receive lots of damage, etc.).
- Replacement: Trappings can also replace the effects of whatever they’re applied to. A good example would be changing what happens on a raise.
- Cosmetic: A trapping might be purely cosmetic, and not change any mechanical aspects. If a cosmetic trapping fits well with a character’s theme, and is used in an interesting and well-described way during play, the GM may reward bennies.
- Flexibility: Under most circumstances, a trapping is “always on”, especially for powers with trappings. Some trappings, though, might make sense as special settings that can be turned on or off. Such trappings usually require additional restrictions to balance them.
|Trappings as a Reward|
Characters might be rewarded with special trappings to their skills, powers, or equipment during play. Examples include a master teaching a special technique for a skill, discovering a magical gem that enchants a weapon, or finding a magical staff that alters the trappings of a power.
Characters may spend a benny to alter a single use of a skill, edge, or power (or maybe even a weapon) by applying a special trapping. This trapping must either be some sort of reasonable variation of an existing trapping applied to the skill or power, or one that would make sense as an alternate use of a normal skill or power.
In most cases, this represents a special stunt that a character is trying to pull. The GM is free to reject the character’s proposal for a trapping, or to offer alternatives. Really novel and creative uses of special trappings may even result in the GM rewarding a benny.