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* Comfortable in a larger room with semi-private bath area. Food is above average and plenty of it.
 
* Comfortable in a larger room with semi-private bath area. Food is above average and plenty of it.
 
* Wealthy is a large private room and kitchen and bath or small cottage or similar home. Food and drink or excellent quality with a large variaty.
 
* Wealthy is a large private room and kitchen and bath or small cottage or similar home. Food and drink or excellent quality with a large variaty.
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===Savage Worlds Pathfinder===
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'''Making Characters''' - as Savage Worlds Pathfinder (SWPath) pg. 16. (and summery on pg. 21) </br>
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For '''Half-Elf''' Ancesty add the Hindrance ''Quirk'' (driven to prove themselves) and ''Keen Sense'' (as full Elves) to the qualities. </br>
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NOTE that using many of the updated rules from '''''50 Fathoms''''' for setting ideas, ships, rules on sailing/navigating, storms. etc. </br>
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====ADDITIONAL ANCESTIES====
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'''TRITON'''</br> [[File:SWPT.Triton.jpg | 350px | right]]
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From the crushing ocean depths come aquatic folk whom call themselves the Triton. They are thick and sturdy beneath the waves but often vulnerable in the dry air or searing heat of the surface. However the can breath in both underwater and on the surface.
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*'''Aquatic''': Tritons cannot drown in water and move at their full Pace when swimming (See Movement SWADE page 92 for normal swimming rates).
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*'''Athletic''': Tritons are naturally athletic and start with a d6 with that skill instead of d4 with a maximum increased to d12 +1.
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*'''Dependency''': Tritons must immerse themselves in water one hour out of every 24 or become automatically Fatigued each day until they are Incapacitated. The day after Incapacitation from dehydration, they perish. Each hour spent in water restores one level of Fatigue.
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*'''Low Light Vision''': Tritons are used to the darkness of the depths. They ignore penalties for Dim and Dark Illumination.
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*'''Spirited''': Tritons are generally optimistic beings. They start with a d6 Spirit instead of a d4. This increases their maximum Spirit to d12 + 1.
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*'''Racial Enemies''': As long as history itself the Triton and the Sahuagin have faught an ancient war of genocide against each other. Members of each culture subtract 2 from Persuasion when dealing with each other and often attack on sight.
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*'''Toughness''': Life in the depths of their watery worlds has made triton flesh tough and resilient. Add +1 to their Toughness.
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====NEW & UPDATED HINDRANCES====
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'''Branded (Major)''': The character was caught committing acts of piracy at some point in the past. He escaped the noose but received a brand on his face labeling him a pirate. He suffers –2 Persuasion among non-pirates. Any vessel he is on that is boarded by privateers is thoroughly searched and the cargo manifest scrutinized. If the character is caught committing an act of piracy by authorities.</br>
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'''Cannot Swim (Major)''': In this setting this is a Major Hindrance.</br>
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'''Jingoistic (Minor/Major)''': The character dislikes people from other cultures and believes his own culture to be far superior. He cannot help belittling other cultures at every opportunity. A character taking the Minor version has –1 Persuasion among other cultures. The penalty increases to –2 for the Major Hindrance.</br>
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'''Landlubber (Minor)''': Not everyone is a sailor. For some, the workings of a ship are incomprehensible. The character cannot buy Boating with his starting skill points. Although he can learn it through advancements, the character never quite grasps the basics and receives a –2 penalty to all Boating rolls.</br>
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'''Seasick (Major)''': Suffering from seasickness on Caribdus is a big problem. The character must make a Vigor check each time he boards a ship. On a success, the character manages to control his sickness. With a failure he suffers a –2 penalty to all trait rolls until he spends an hour on dry land. Woe betide the character when caught in a storm! He must make a Vigor roll at the start of each round until the storm abates or his sickness kicks in. He still rolls if already suffering seasickness—a failed Vigor roll increases the penalty to –4.</br>
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'''Squanderous (Minor)''': Your hero is particularly loose with his resources, sometimes spending the equivalent of a year’s pay in a single week of drunken debauchery. The cost for carousing is doubled! See Setting Rules below for a complete description.</br>
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====NEW EDGESE====
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BACKGROUND EDGES</br>
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'''Natural Swimmer''' (Novice, not available to Triton): Your hero wasn’t literally born in the water, but some might believe he was. He takes to it like a fish and can hold his breath longer than most others. Natural swimmers add +2 to their ''Athletic'' checks when swimming, add +1 to their Swimming Pace, and can hold their breath 50% longer than others of their species. In a world mostly covered in water, this Edge can be quite important.</br>
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COMBAT EDGES</br>
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'''Bilge Rat''' (Novice, Agility d8+, Fighting d8+): Scuttling around in the bowels of the ship doesn’t suit every sailor, but this character has learned to adjust to the cramped conditions below deck. The character no longer suffers the –2 penalty when ''Fighting'' below decks. If the weapon has a Reach value the –2 penalty applies as normal.</br>
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:'''Improved Bilge Rat''' (Seasoned, Bilge Rat): The character can use any weapon below decks without incurring the –2 penalty for ''Fighting'' in cramped conditions.
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'''Dirty Fighter''' (Seasoned): There is no honor among thieves, and the Tenthousand has more than its fair share of scurvy dogs. Those with this Edge will do anything to win out in a fight. The hero gets a free reroll when Testing enemies with any arcane skill, ''Athletics'', ''Fighting'', or ''Shooting'' so long as the initial roll was not a critical fumble.</br>
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:'''Really Dirty Fighter''' (Seasoned, Dirty Fighter): The knave is extremely skilled in tactical deceit. By describing the Test and spending a Benny, he may automatically get the drop on any single opponent.
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'''Knife Fighter''' (Novice, Agility d8+, Fighting d8+): This Edge is for skilled knife-fighters who pride themselves on defeating their opponents up close and personal. Knife fighters move inside most weapons’ reach, adding a bonus to his ''Fighting'' check and his Parry equal to the enemy weapon’s Reach +1 for that particular foe. No bonus is granted if the foe is unarmed or using a knife or other small weapon. Example: A pirate with Knife Fighter battles a merchant with a cutlass (Reach 0). The pirates’s gains a +1 to ''Fighting'' and his Parry is raised by +1.</br>
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:'''Improved Knife Fighter''' (Seasoned, Knife Fighter): These fighters train to go for vital areas and weak spots for quick and lethal kills. The attacker adds a bonus to his Damage rolls equal to his enemy’s Reach +2.
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'''Oversized Weapon Master''' (Seasoned, Fighting d8+): The character may use two-handed melee weapons with one hand. The minimum Strength for using the weapon still applies as normal.</br>
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'''Ramming Speed!''' (Seasoned, Boating d8+): When all else fails, a ship can be used as a weapon. The captain receives a +2 bonus to perform a Ram maneuver if captaining the vessel. In addition, the ship takes only half damage from ramming attacks it delivers (one quarter if the ship is fitted with a ram).</br>
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LEADERSHIP EDGES </br>
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'''Board ‘Em''' (Novice, Command, Athletics d8+): The character is a master at judging when to launch grapples against enemy vessels. When he leads the boarding party group ''Athletics'' for throwing rolls to grapple an enemy vessel receive a +4 bonus.</br>
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'''Master & Commander''' (Seasoned, Smarts d8, Boating d10+, Intimidation d8+, Command, must be sole Captain of the vessel when the Edge is used): Crews who serve under these skilled leaders add +2 to their ''Boating'' rolls.</br>
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PROFESSIONAL EDGES</br>
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'''Boarder''' (Novice, Boating d6+, Athletics d8+): Many captains instill courage in their men by offering additional rewards to the first man to board an enemy vessel. Few survive to claim their prize. Through skill and luck the character has survived dozens of boarding actions and feels empowered by the adrenaline rush. All ''Athletics'' checks involving ropes are made at +2. Anytime he is the first allied character to board an enemy vessel he receives a Benny.</br>
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'''Gunsmith''' (Novice, Smarts d8+, Repair d8+, Science d6+): Gunsmiths can repair broken firearms and cannons given fire, metal, suitable tools, and a ''Repair'' roll. This takes four hours per device, or half that with a raise. They may also use molds to make shot for these weapons.</br>
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'''Merchant''' (Novice, Persuasion d8+): A character with this Edge is skilled in buying and selling large lots of cargo for resale. Commodities on the Master Trading Table cost 25% less.</br>
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:'''Master Merchant''' (Novice, Merchant): The merchant now sells cargoes for 25% more than listed on the Master Trading Table.
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'''Musketeer''' (Novice, Shooting d8+, may not have the All Thumbs Hindrance): Some characters have a natural affinity with firearms, or have trained for years to load quickly even while under fire. Characters with this Edge can reload a firearm with one less action. They may walk while reloading, but may not run. The Edge does not apply to cannon, only to personal arms.</br>
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'''Rope Monkey''' (Seasoned, Agility d8+, Athletics d10+): Rope Monkeys are those sailors who may as well have been born in the rigging. They always seem to know just the right rope to cut and pull to swing to some other part of the ship and can ride the lines down to avoid an otherwise nasty fall. Rope Monkey has two functions. The first is to allow a character on the exterior of the ship to move to any other exposed part of the ship by swinging from the rigging. This counts as the character’s movement and requires an ''Athletics'' check. If successful, he moves to any other external area of the ship. He may not move further this action even by “running.” With a raise, he can move and gains momentary surprise on any foes, adding +2 to any ''Fighting'' attacks and damage rolls for the round. This can also be combined with a Tricks (SWA pg. 108). Rope Monkeys may also use this ability in forests with tall trees. In that case, the ''Athletics'' is made at –2 and the character may reposition himself within d10”. A foe who wants to take his free attack at a Rope Monkey swinging out of melee must subtract 2 from his roll. The same applies to characters with First Strike—they suffer a –2 penalty to their ''Fighting'' roll. Rope Monkeys may also make an ''Athletics'' check any time they fall from a ship’s rigging (and are conscious). Success means they take half the usual falling damage by grabbing onto ropes as they tumble. With a raise, the sailor manages to slide down a rope and suffers no damage.</br>
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'''Ship’s Carpenter''' (Novice, Boating d6+, Common Sense d6+, Repair d8+): The character may use his knowledge of carpentry to repair damage to a ship without taking it to a dry dock. The ship must still be careened, however. Repairing each wound requires a successful ''Repair'' roll, takes 1d4 days, and requires a half cargo space worth of timber per wound. With a failure the time and materials are ruined. With a raise, the time is halved. A number of crew equal to the ship’s base Toughness are required. Time can be halved with double the crew, or time is doubled every time that number is halved. Critical wounds require a successful ''Repair'' –2 roll and take 1d6 days to fix.</br>
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'''Ship’s Super Tattoo''' (Novice, Common Knowledge d8+): The Merchant relies on a ship’s sealed manifest as well as bonded sailors called “supers.” Each super bare a tattoo that includes a unique number that is required on all legal cargo’s manifests. Every legal merchant ship requires a legal Super as the cargo master. Gain +1 ''Persuasion'' when Trading and dealing with anyone of the Merchant’s League.</br>
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'''Treasure Hound''' (Novice, Luck): Some scalawags are just luckier than others when it comes to finding treasure. If there’s a single Treasure Hound in a party, the GM increases the value of Booty generated from the Booty Table by 25%. Even better, the chance of finding magical items is increased by 10% as well! Multiple Treasure Hounds in a party have no additional effect.</br>
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WEIRD EDGES </br>
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'''Storm Chaser''' (Novice, Boating d8+): When the weather is at its worst the character is at his best, seeming to read the storm like he would a book. Such characters are respected for their skill but feared for their love of a good storm. The character receives +1 to all ''Boating'' rolls made during a storm. In addition, the character may draw two cards each round during a storm and keep the best card so long as they are the captain of the ship. If the character has the Wind Sense Edge as well he draws three cards total.</br>
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'''Wind Sense''' (Novice, Smarts d8+, Boating d8+): The character has an almost supernatural knowledge of air and wind. He can sense changes in the weather and wind direction long before they actually happen. If the character is piloting a ship he gains +1 to ''Boating'' rolls during Contact, using his knowledge of the winds to outrun and catch prey. In addition, the character may draw two cards each round during a storm and keeps the best if they are the Captain of the ship. If the character has the Storm Chaser Edge as well he draws three.</br>
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====BUYING GEAR====
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Weapons, armor and gear are mostly found in SWPath (starting on pg. 106) but also add muskets (SWADE pg. 73) and musket ball ammo (SWADE pg. 68). Note that the Kentucky Rifle is renamed a Rifled Musket and increase cost to $400. The Springfield Model is not available. </br>
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'''NOTES ON FIREARMS'''</br>
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'''Moisture''': Water is the enemy of gunpowder. Any time powder gets wet, roll 1d6 per shot. On a roll of 4–6 for damp conditions (drizzling rain, wading through a deep stream), the shot is ruined. If the powder was soaked (heavy rain, swimming), each shot is ruined on a d6 roll of 2–6.</br>
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'''Overcharging''': Muskets and pistols may be “overcharged,” meaning the user puts an extra charge of powder in the shot. Overcharging adds an entire die to the weapon’s damage, but risks bursting the barrel. A roll of 1 on the character’s attack die (regardless of the Wild Die) means it has burst the barrel of the weapon and ruined it permanently. In addition to ruining the weapon, the blast causes 3d6 damage to the user.</br>
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'''Powder as Explosive''': Gunpowder can also be used as a low-powered explosive. A standard bomb requires 10 rounds of shot and powder. To make a powder bomb, the user bundles the shot and powder into a leather sack, pot, or other container, then sets a small fuse into it. The fuse can be set to any delay with a Smarts roll. Failure means the bomb detonates 10–40% earlier or later than expected. Every 10 shots of gunpowder causes 2d6 damage in a standard Medium Burst Template. A cask of gunpowder causes 5d6 damage in a Large Burst Template. If additional bombs are rigged to explode at the same time, roll damage separately.</br>
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NEW GEAR</br>
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'''Compass''': To determine direction on a ship. Without one penalty to navigation. Cost 500, Wt. 1</br>
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'''Grapple gun''': are grenade launchers modified to fire a grappling hook and line. When used during chases a boarding maneuver may be attempted when the ship has advantage and a Jack or better—instead of a King or better. A Shooting roll is required in place of the usual Athletics throwing check. Cost 500, Wt. 14</br>
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'''Gunsmith’s Tools''': Repairing firearms or cannons with this toolkit provides a +2 bonus (see the Gunsmith edge). It also includes bullet molds which allow the user to create 12 lead balls in an hour with a successful Repair check. A raise halves the time. A gunsmith may purchase additional molds for $50 each, and may work with up to four at one time. (Make one roll for the entire batch.) The metal costs $1 per ball. Cost 300, Wt. 5</br>
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'''Lantern, Bullseye''': A bullseye lantern acts as a regular lantern, but also has a shuttered reflective hood that can focus light through a small opening. When used in this way, it provides a cone of light equal to the Cone Template. Cost 50, Wt. 3</br>
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'''Medicine chest''': Diseases are commonplace on crowded ships. A medicine chest, a rare items, contains 10 doses of various powders and tonics for treating sickness (but not injuries). A surgeon using a chest has a +2 bonus to Healing rolls to treat diseases. Each use of the chest consumes 1d4 units of medicine. Restocking the chest costs $50 per unit of medicine that weigh ½lb each. Use the Master Trading Table to determine the number of units available in a town. Cost 1,200, Wt. 10</br>
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'''Maps''': Include 10 plus pages of the various important islands and ports of the Ten Thousand Isle. There are hundreds of still uncharted islands though. Cost 100, Wt. 1</br>
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'''Oil Bag''': specially treated bag can keep items inside reasonably dry from water. Full immersion 1 in 6 chance of water getting in. Can hold up to 10lbs. Cost 50, Wt. 1.</br>
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'''Sailcloth''': Replacement sail when damaged by storms or combat. See 50 Fathom for sizes. Cost 5/yard, Wt. 3</br>
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'''Spyglass''': Provides x4 magnification in a limited field of view. Cost100, Wt. 2</br>
  
 
==THE TEN THOUSAND ISLE SETTING==
 
==THE TEN THOUSAND ISLE SETTING==

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