They Came from the North: Difference between revisions
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===Guts=== | ===Guts=== | ||
Every use of this skill is covered by Spirit, instead. Just pretend it doesn't exist. | Every use of this skill is covered by Spirit, instead. Just pretend it doesn't exist. | ||
===Languages=== | |||
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. | |||
* '''Elvish''' - a loose but intimately related family of tongues and dialects spoken by the elven tribes. Has no written form. | |||
* '''Hissing''' - the supple, sibilant tongue of the nomadic serpent peoples, widely spoken in the eastern lowlands. It is written with one continuous line, the letters formed by knots and bends. | |||
* '''Holy Tongue''' - a formal language used by the clergy and nobility of the Holy Empire. | |||
* '''Kalarish''' - the common language of the Kalarian empire, where knowing it is a requirement for citizenship. | |||
* '''Sidereal''' - a highly precise and logical language known only to mages and scholars, allegedly spoken by gods that descended from the stars in ancient times. | |||
* '''Taldrish''' - the language of Taldra, a northern city state and important center of trade, commonly spoken along most inland trade routes. | |||
===Replacement Characters=== | ===Replacement Characters=== |
Revision as of 14:22, 21 June 2011
A fantasy Play-by-Post game run by Max.
Threads
IC
OOC
Player Characters
Gruffalo Crumble
JeStor
Leitz
Megazwer
ru
Supporting Cast
An NPC - Just some dude.
Another NPC - Some different dude.
Peoples
Dwarves
Subterranean mountain vikings.
- starting Strength d6
- free edge: Brawny
Elves
Shamanistic woodland hunter-gatherers.
- starting Agility d6
- free edge: Alertness
Humans
They're everywhere, like cockroaches.
- starting Vigor d6
- free edge: any
Orcs
Invading hordes of previously unknown barbarians from the unexplored North. Unintelligible and assumed uncivilized. The new universal bogeyman of choice.
- not currently feasible as a PC race
Geography
There will be a map here.
City States
Scores of small nations.
The Holy Empire
A long-standing alliance of three priest-kings.
Kalarian Empire
An expansionistic but largely benevolent tyranny.
Gear
Gimme just a moment, here, my fingers and brain are so damn tired...
Houserules
Guts
Every use of this skill is covered by Spirit, instead. Just pretend it doesn't exist.
Languages
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.
- Elvish - a loose but intimately related family of tongues and dialects spoken by the elven tribes. Has no written form.
- Hissing - the supple, sibilant tongue of the nomadic serpent peoples, widely spoken in the eastern lowlands. It is written with one continuous line, the letters formed by knots and bends.
- Holy Tongue - a formal language used by the clergy and nobility of the Holy Empire.
- Kalarish - the common language of the Kalarian empire, where knowing it is a requirement for citizenship.
- Sidereal - a highly precise and logical language known only to mages and scholars, allegedly spoken by gods that descended from the stars in ancient times.
- Taldrish - the language of Taldra, a northern city state and important center of trade, commonly spoken along most inland trade routes.
Replacement Characters
If a PC dies, the player can make a new one with the same amount of XP the late character had at the moment of death.
Two-Handed Weapons
Using a melee weapon in two hands increases the character's Strength die type one step for the purposes of minimum strength and damage with that weapon. For example, a character with Strength d8 can use a great sword (damage Str+d10) in two hands with no attack penalty for 2d10 damage.
You cannot use a two-handed weapon while riding.
External Links
Invisible Castle - the online dice roller
Savagepedia - the Savage Worlds wiki