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The Last Mountains form the final border between inhabitable land and the howling arctic wastes beyond; some small, hardy communities of dwarves and firbolgs live among them, but common knowledge is that no one lives beyond them except cold-adapted animals and occasional monsters. | The Last Mountains form the final border between inhabitable land and the howling arctic wastes beyond; some small, hardy communities of dwarves and firbolgs live among them, but common knowledge is that no one lives beyond them except cold-adapted animals and occasional monsters. | ||
==Setting Rules== | |||
*'''Heroic Resilience:''' Wild Cards get a free natural healing roll at the end of any scene in which they take one or more wounds. This roll cannot heal wounds than were not taken in that scene. | |||
*'''High Adventure:''' Spend a Benny to gain the one-time use of a Combat Edge. | |||
*'''Unarmored Hero:''' Wild Cards without armor add +2 to their Soak rolls. | |||
*'''Wound Cap:''' Wild Cards never suffer more than four wounds from a single hit. | |||
==The Heroes== | ==The Heroes== |
Latest revision as of 23:30, 27 June 2023
A Savage Worlds fantasy campaign
The Saga So Far...[edit]
Our heroes reach the northern nation of Igenfrost, accompanying a trade caravan.
The World[edit]
The Nations of the North
The Northern Nations are a couple dozen small areas, none larger than a smallish US state or European country. Some are traditional clan holdings; others are centered around rogue Empire military forces that chose to claim land in their own name, or single cities ruled by popular demagogues. They trade, fight, and ally with each other, united by a complicated web of alliances, betrayals, family linkages and trade agreements, and every so many years one nation is conquered by another, or breaks free again.
- Igenfrost is one of the more stable and northern-most of the Nations, set right in the foothills of the Last Mountains. It is ruled by Justiciar Tulth, an enormous warrior and devout follower of the sun goddess Bright Galda.
The Empire of the Sun
The Empire of the Sun is a vast, human-dominated empire that controls the southern two-thirds of the continent. Formerly an aggressive colonizer, it has slowed down in recent decades and is showing signs of decay. Within another century it may be gone, but for the moment it remains strong. The Empire has a cautious relationship with the Northern Nations, deeming them too problematic to conquer and for the most part trading with them. The Empire is viewed by the Northerners as powerful, dangerous, and untrustworthy, but also a provider of exotic southern goods and valuable foodstuffs.
The Last Mountains
The Last Mountains form the final border between inhabitable land and the howling arctic wastes beyond; some small, hardy communities of dwarves and firbolgs live among them, but common knowledge is that no one lives beyond them except cold-adapted animals and occasional monsters.
Setting Rules[edit]
- Heroic Resilience: Wild Cards get a free natural healing roll at the end of any scene in which they take one or more wounds. This roll cannot heal wounds than were not taken in that scene.
- High Adventure: Spend a Benny to gain the one-time use of a Combat Edge.
- Unarmored Hero: Wild Cards without armor add +2 to their Soak rolls.
- Wound Cap: Wild Cards never suffer more than four wounds from a single hit.
The Heroes[edit]
Korbinian Essar, male human hexe played by Leliel | ||||
---|---|---|---|---|
Racial Abilities: Adaptable (bonus edge) | ||||
Attributes | Derived Stats | Skills | Gear | Powers |
Agility d6 | Pace: 6" | Athletics d4 | Backpack | Faithful Grimhound (Summon Ally; Hexenwerk, Necromancy Trappings) |
Smarts d8 | Parry: 4 | Common Knowledge d4 | Medic kit | Hand of Glory (Light/Darkness; Hexenwerk Trappings; Limitations: Self (limited); Skill Bonus: +1) |
Spirit d6 | Toughness: 7 (2) | Fighting d4 | Winter clothing | Healing Pouch (Healing; Hexenwerk, Potion Trappings) |
Strength d4 | Bennies: 3 | Healing d6 | Winter boots | Ointment of the Hidden Realm (Detect/Conceal Arcana) |
Vigor d6 | Intimidation d4 | Dagger | Poltergeist Lure (Havoc; Hexenwerk, Necromancy Trappings) | |
Edges | Hindrances | Notice d6 | Leather jacket (armor 2) | |
AB: Magic | Enemy (minor) | Occult d6 | Enchanted mortar & pestle | |
Brave | Heroic | Persuasion d6 | $445 | |
New Powers | Vengeful (minor) | Research d4 | ||
Woodsman | Spellcasting d8 | |||
Power Points | Stealth d6 | |||
Survival d8+2 |
Morrin "the Stonehanded" Mac Neith, male firbolg barbarian warrior played by IMGoose | |||
---|---|---|---|
Racial Abilities: Strong, Tough, Cold Resistance, Big | |||
Attributes | Derived Stats | Skills | Gear |
Agility d8 | Pace: 6" | Athletics d8 | Firbolg-bred warhorse, Swift |
Smarts d4 | Parry: 7 | Common Knowledge d4 | Saddle and tack |
Spirit d8 | Toughness: 8 | Fighting d10 | Cursed greataxe, Fatebringer |
Strength d10 | Bennies: 3 | Intimidation d8 | Handaxes (4) |
Vigor d8 | Notice d6 | Winter clothing | |
Edges | Hindrances | Persuasion d4 | Wilderness pack |
Berserk | Code of Honor | Stealth d4 | $167 |
Brawny | Death Wish (minor) | ||
Frenzy | Outsider (minor) |
Lelyalindan "Lindan" Starborn, male elf spoony bard played by Delazur | ||||
---|---|---|---|---|
Racial Abilities: Agile, Low-Light Vision, All Thumbs | ||||
Attributes | Derived Stats | Skills | Gear | Powers |
Agility d6 | Pace: 6" | Athletics d6 | Longsword | Lyrics of Power (Boost/Lower Trait} |
Smarts d8 | Parry: 4 | Common Knowledge d6 | Winter clothing | Crowd Control (Sound/Silence} |
Spirit d8 | Toughness: 5 | Fighting d4 | Entertainer's pack | Earworm (Confusion) |
Strength d4 | Bennies: 3 | Notice d6 | Bracelet of memories | Dark Note (Fear) |
Vigor d6 | Performance d8 | $157 | Soothing Words (Healing) | |
Edges | Hindrances | Persuasion d6 | ||
AB: Bard | Armor Interference (minor) | Stealth d4 | ||
Charismatic | Heroic | Survival d4 | ||
Fey Blood | Idealistic | |||
Instrument | Poverty | |||
Troubadour |
Avhilleeon Lowerarayack, female reincarnated elf ranger played by Naphthalim | |||
---|---|---|---|
Racial Abilities: Agile, Immune to Disease, Amnesia | |||
Attributes | Derived Stats | Skills | Gear |
Agility d12 | Pace: 6" | Athletics d10 | Spirit bow w/20 arrows |
Smarts d6 | Parry: 2 | Common Knowledge d4-1 | Leather jacket and leggings |
Spirit d4 | Toughness: 8 (2) | Healing d4 | Crossbow w/20 quarrels |
Strength d6 | Bennies: 3 | Notice d6 | Scimitar |
Vigor d8 | Persuasion d4 | Riding horse | |
Edges | Hindrances | Riding d4 | Saddle and tack |
Marksman | Amnesia (minor) | Shooting d12 | Winter clothing |
Quick | Curious | Stealth d6 | $412 |
Tongue-Tied | Survival d4 | ||
Thievery d8 |