Editing They Came from the North
Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.
The edit can be undone.
Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.
Latest revision | Your text | ||
Line 5: | Line 5: | ||
==Threads== | ==Threads== | ||
− | [http://forum.rpg.net/showthread.php?580509-interest-Tolkienesque-epic-Sword-amp-Sorcery-with-Savage-Worlds Interest | + | [http://forum.rpg.net/showthread.php?580509-interest-Tolkienesque-epic-Sword-amp-Sorcery-with-Savage-Worlds Interest] |
− | + | IC | |
− | + | OOC | |
==Player Characters== | ==Player Characters== | ||
− | '''Civil Savage''' | + | '''Civil Savage''' |
− | ''' | + | '''Gruffalo Crumble''' |
− | '''JeStor''' | + | '''JeStor''' |
− | ''' | + | '''Leitz''' |
− | ''' | + | '''Megazver''' |
− | ''' | + | '''ru''' |
==Supporting Cast== | ==Supporting Cast== | ||
− | + | '''An NPC''' - Just some dude. | |
− | ''' | ||
− | ''' | + | '''Another NPC''' - Some different dude. |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
==Peoples== | ==Peoples== | ||
===Dwarves=== | ===Dwarves=== | ||
− | Subterranean mountain vikings. They are short and stocky, built for power rather than speed or endurance, and as a culture have a strong isolationist streak. On the whole, they are the most technologically advanced group in the world, and jealously guard | + | Subterranean mountain vikings. They are short and stocky, built for power rather than speed or endurance, and as a culture have a strong isolationist streak. On the whole, they are the most technologically advanced group in the world, and jealously guard some truly amazing mechanical wonders in their high mountain fortress cities. |
+ | |||
+ | Only a dwarf, or in a ''very'' rare case a human or elf trained by dwarves, can take the Arcane Background (Weird Science). | ||
* starting Strength d6 | * starting Strength d6 | ||
Line 45: | Line 39: | ||
===Elves=== | ===Elves=== | ||
− | Shamanistic woodland hunter-gatherers. Elves have keen senses and light builds, well suited to their mobile arboreal lifestyle. They live in traveling tribes of variable sizes anywhere there are deep woods to hunt and forage in. Indifferent metal workers at best, they get their metal weapons and tools mostly in trade for precious furs and skins; however, their artisans are highly skilled with leather, bone and carved wood, and flint knapping is a valued | + | Shamanistic woodland hunter-gatherers. Elves have keen senses and light builds, well suited to their mobile arboreal lifestyle. They live in traveling tribes of variable sizes anywhere there are deep woods to hunt and forage in. Indifferent metal workers at best, they get their metal weapons and tools mostly in trade for precious furs and skins; however, their artisans are highly skilled with leather, bone and carved wood, and flint knapping is a valued (though mostly obsolete) skill. |
+ | |||
+ | Elven mages are typically shamans and spiritists with the Arcane Background (Miracles). | ||
* starting Agility d6 | * starting Agility d6 | ||
Line 51: | Line 47: | ||
===Humans=== | ===Humans=== | ||
− | They're everywhere, like cockroaches - in large part because they're also about as tenacious and adaptable. Concentrated along trade routes and bodies of water, large human cities dot the western plains and south-east coastal regions, while nomadic tribes roam the arid eastern steppes and islanders sail all along the southern coast and even into the Outer Ocean. Most human communities also include important minority groups of other races, present for various economical, political and personal reasons. Practically all wizards of any race have studied the arcane arts in human academies, and most human mages have the Arcane Background (Magic). | + | They're everywhere, like cockroaches - in large part because they're also about as tenacious and adaptable. Concentrated along trade routes and bodies of water, large human cities dot the western plains and south-east coastal regions, while nomadic tribes roam the arid eastern steppes and islanders sail all along the southern coast and even into the Outer Ocean. Most human communities also include important minority groups of other races, present for various economical, political and personal reasons. |
+ | |||
+ | Practically all wizards of any race have studied the arcane arts in human academies, and most human mages have the Arcane Background (Magic). | ||
* starting Vigor d6 | * starting Vigor d6 | ||
Line 62: | Line 60: | ||
==Geography== | ==Geography== | ||
− | + | There will be a map here. | |
− | === | + | |
− | + | ===City States=== | |
+ | Scores of small nations. | ||
− | ===Holy Empire=== | + | ===The Holy Empire=== |
− | A long-standing alliance of three priest-kings | + | A long-standing alliance of three priest-kings. |
===Kalarian Empire=== | ===Kalarian Empire=== | ||
− | An expansionistic but largely benevolent tyranny | + | An expansionistic but largely benevolent tyranny. |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
==Gear== | ==Gear== | ||
Line 98: | Line 77: | ||
* Covers head | * Covers head | ||
* A raise on the attack roll bypasses completely | * A raise on the attack roll bypasses completely | ||
− | |||
'''Open helm''' - Light metal headgear, doesn't obstruct vision but leaves the face open to attack. | '''Open helm''' - Light metal headgear, doesn't obstruct vision but leaves the face open to attack. | ||
Line 104: | Line 82: | ||
* Covers head | * Covers head | ||
* A raise on the attack roll bypasses completely | * A raise on the attack roll bypasses completely | ||
− | |||
'''Full helm''' - A fully enclosing helmet, protects the whole head but hampers the senses somewhat. These are often visored, in which case you can turn it into an open helm (or back again) in 1 action. | '''Full helm''' - A fully enclosing helmet, protects the whole head but hampers the senses somewhat. These are often visored, in which case you can turn it into an open helm (or back again) in 1 action. | ||
Line 110: | Line 87: | ||
* Covers head | * Covers head | ||
* Notice -2 | * Notice -2 | ||
− | |||
− | '''Leather/cloth''' - Armor made of hardened leather or padded cloth, usually in the form of a knee-length coat. | + | '''Leather/cloth''' - Armor made of hardened leather or padded cloth, usually in the form of a knee-length coat called a "jack". |
* Armor +1 | * Armor +1 | ||
* Covers torso, legs and arms | * Covers torso, legs and arms | ||
− | |||
− | '''Reinforced leather/cloth''' - Consists of leather or cloth armor with some | + | '''Reinforced leather/cloth''' - Consists of leather or cloth armor with some mail in strategic locations. Typically made piecemeal from bits and pieces looted from the battlefield. |
− | * Armor +2 | + | *Armor +2 |
* Covers torso, arms and legs | * Covers torso, arms and legs | ||
* A raise on the attack roll decreases armor by 1 | * A raise on the attack roll decreases armor by 1 | ||
− | |||
− | '''Mail''' - A long-sleeved, knee-length coat made of interwoven iron rings | + | '''Mail''' - A long-sleeved, knee-length coat made of interwoven iron rings over a padded undergarment. |
* Armor +2 | * Armor +2 | ||
* covers torso, arms and legs | * covers torso, arms and legs | ||
− | |||
− | '''Reinforced mail''' - Mail armor with | + | '''Reinforced mail''' - Mail armor with various arrangements of metal plates on top for added protection. |
* Armor +3 | * Armor +3 | ||
* Covers torso, arms and legs | * Covers torso, arms and legs | ||
* A raise on the attack roll decreases armor by 1 | * A raise on the attack roll decreases armor by 1 | ||
− | |||
− | |||
− | |||
===Shields=== | ===Shields=== | ||
Line 141: | Line 111: | ||
* Parry +1 | * Parry +1 | ||
* You can use the shield hand to wield a weapon, but won't get the shield's parry bonus while doing so | * You can use the shield hand to wield a weapon, but won't get the shield's parry bonus while doing so | ||
− | |||
'''Medium shield''' - Round or heater-shaped wooden shields. Usually about two feet wide, large enough to completely cover the wielder's torso. | '''Medium shield''' - Round or heater-shaped wooden shields. Usually about two feet wide, large enough to completely cover the wielder's torso. | ||
Line 147: | Line 116: | ||
* Parry +1 | * Parry +1 | ||
* Provides light cover against ranged attacks | * Provides light cover against ranged attacks | ||
− | |||
'''Large shield''' - Oval, rectangular or kite-shaped shields at least two feet wide and around four tall, covering the wielder from below the knee to above the shoulders. | '''Large shield''' - Oval, rectangular or kite-shaped shields at least two feet wide and around four tall, covering the wielder from below the knee to above the shoulders. | ||
Line 153: | Line 121: | ||
* Parry +2 | * Parry +2 | ||
* Provides medium cover against ranged attacks | * Provides medium cover against ranged attacks | ||
− | |||
===Weapons=== | ===Weapons=== | ||
− | + | '''Dagger''' - | |
− | '''Dagger''' - | ||
* Damage Str+d4 | * Damage Str+d4 | ||
* 1-handed | * 1-handed | ||
* Range 3/6/12 if thrown | * Range 3/6/12 if thrown | ||
− | |||
− | '''Short sword | + | '''Short sword - |
* Damage Str+d6 | * Damage Str+d6 | ||
* Parry +1 | * Parry +1 | ||
* 1-handed | * 1-handed | ||
− | |||
− | '''Long sword''' - | + | '''Long sword''' - |
* Damage Str+d8 | * Damage Str+d8 | ||
* Parry +1 | * Parry +1 | ||
* 1/2-handed | * 1/2-handed | ||
− | |||
− | '''Great sword''' - | + | '''Great sword''' - |
* Damage Str+d10 | * Damage Str+d10 | ||
* Parry +1 | * Parry +1 | ||
* 2-handed | * 2-handed | ||
− | |||
− | '''Hand axe''' - | + | '''Hand axe''' - |
* Damage Str+d6 | * Damage Str+d6 | ||
* AP 1 | * AP 1 | ||
* Range 3/6/12 if thrown | * Range 3/6/12 if thrown | ||
* 1-handed | * 1-handed | ||
− | |||
− | '''Battle axe''' - | + | '''Battle axe''' - |
* Damage Str+d8 | * Damage Str+d8 | ||
* AP 1 | * AP 1 | ||
* 1/2-handed | * 1/2-handed | ||
− | |||
− | '''Great axe''' - | + | '''Great axe''' - |
* Damage Str+d10 | * Damage Str+d10 | ||
* AP 1 | * AP 1 | ||
* 2-handed | * 2-handed | ||
− | |||
− | '''Club''' - | + | '''Club''' - |
* Damage Str+d4 | * Damage Str+d4 | ||
* 1-handed | * 1-handed | ||
− | |||
− | '''Mace''' - | + | '''Mace''' - |
* Damage Str+d6 | * Damage Str+d6 | ||
* AP 2 | * AP 2 | ||
* 1-handed | * 1-handed | ||
− | |||
− | '''Flail''' - | + | '''Flail''' - |
* Damage Str+d6 | * Damage Str+d6 | ||
* AP 2 | * AP 2 | ||
Line 217: | Line 174: | ||
* Ignore parry bonuses from weapons and shields | * Ignore parry bonuses from weapons and shields | ||
* 1-handed | * 1-handed | ||
− | |||
− | '''Staff''' - | + | '''Staff''' - |
* Damage Str+d6 | * Damage Str+d6 | ||
* Reach 1" | * Reach 1" | ||
* Parry +1 | * Parry +1 | ||
* 2-handed | * 2-handed | ||
− | |||
− | '''Spear''' - | + | '''Spear''' - |
* Damage Str+d8 | * Damage Str+d8 | ||
* Reach 1" | * Reach 1" | ||
* Range 3/6/12 if thrown | * Range 3/6/12 if thrown | ||
* 1/2-handed | * 1/2-handed | ||
− | |||
− | '''Pike''' - | + | '''Pike''' - |
* Damage Str+d8 | * Damage Str+d8 | ||
* Reach 2" | * Reach 2" | ||
* 2-handed | * 2-handed | ||
− | |||
− | '''Polearms''' - A myriad different weapon forms | + | '''Polearms''' - A myriad different weapon forms that all boil down to a heavy blade on the end of a sturdy pole. |
* Damage Str+d10 | * Damage Str+d10 | ||
* Reach 1" | * Reach 1" | ||
* 2-handed | * 2-handed | ||
− | |||
− | '''Sling''' - | + | '''Sling''' - |
* Range 6/12/24 | * Range 6/12/24 | ||
* Damage Str+d4 | * Damage Str+d4 | ||
* 1-handed | * 1-handed | ||
− | |||
− | '''Short bow''' - | + | '''Short bow''' - |
* Range 12/24/48 | * Range 12/24/48 | ||
* Damage 2d6 | * Damage 2d6 | ||
* Minimum Strength d6 | * Minimum Strength d6 | ||
* 2-handed | * 2-handed | ||
− | |||
− | '''Long bow''' - | + | '''Long bow''' - |
− | * Range | + | * Range 15/30/60 |
* Damage 2d6 | * Damage 2d6 | ||
* Minimum Strength d8 | * Minimum Strength d8 | ||
* 2-handed | * 2-handed | ||
− | |||
− | '''Crossbow''' - | + | '''Crossbow''' - |
* Range 12/24/48 | * Range 12/24/48 | ||
* Damage 2d6 | * Damage 2d6 | ||
Line 272: | Line 221: | ||
* Minimum Strength d6 | * Minimum Strength d6 | ||
* 2-handed to reload, can be fired 1-handed with a -2 penalty | * 2-handed to reload, can be fired 1-handed with a -2 penalty | ||
− | |||
==Houserules== | ==Houserules== | ||
Line 279: | Line 227: | ||
===Languages=== | ===Languages=== | ||
− | A character knows a number of languages equal to half their Smarts die, plus one for each point put into Knowledge (languages) skill | + | A character knows a number of languages equal to half their Smarts die, plus one for each point put into Knowledge (languages) skill. Most nations and states have their own language that shares more or less elements with their closest neighbours. Some other notable languages include: |
* '''Coastal Pidgin''' - A ragtag amalgam of dozens of tongues used as an informal ''lingua franca'' all along the southern coast. | * '''Coastal Pidgin''' - A ragtag amalgam of dozens of tongues used as an informal ''lingua franca'' all along the southern coast. |