Difference between revisions of "SWAE.Spellslinger"

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(FOLK OF THE TERRITORIES)
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== FOLK OF THE TERRITORIES ==
 
== FOLK OF THE TERRITORIES ==
RACES
+
'''Humans''' – the most common folk in both the Colonies and the Free Territories. Humans value learning new things in the Territories.
Humans – the most common folk in both the Colonies and the Free Territories. Humans value learning new things in the Territories.
 
 
*Adaptable [2] gain one bonus Edge for free (must meet requirements except Rank)
 
*Adaptable [2] gain one bonus Edge for free (must meet requirements except Rank)
 
*Broadminded [2] start with 17 skill points (instead of 15).
 
*Broadminded [2] start with 17 skill points (instead of 15).
  
Aasimars (nicked named the Graced) – Those who bare a significant amount of celestial outsider blood in their ancestry. Others are naturally drawn to them as they exude natural charm and grace.
+
'''Aasimars''' (nicked named the Graced) – Those who bare a significant amount of celestial outsider blood in their ancestry. Others are naturally drawn to them as they exude natural charm and grace.
 
*Arcane Resistance [2]: as Edge.
 
*Arcane Resistance [2]: as Edge.
 
*Blessed Looks (Attractive) [2]: as the Attractive Edge
 
*Blessed Looks (Attractive) [2]: as the Attractive Edge
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*Drive (Minor) [-1]: as Hindrance, player’s choice.
 
*Drive (Minor) [-1]: as Hindrance, player’s choice.
  
Dwarf (nicked named Hill-Folk) – found through the Colonies and the Territories they are dour and one of the one people ‘crazy’ enough to mine the Ghost Mountains.
+
'''Dwarf''' (nicked named Hill-Folk) – found through the Colonies and the Territories they are dour and one of the one people ‘crazy’ enough to mine the Ghost Mountains.
 
*Fast Healing [2]: as Edge
 
*Fast Healing [2]: as Edge
 
*Healthy [1]: +2 Vigor checks against diseases and poisons.
 
*Healthy [1]: +2 Vigor checks against diseases and poisons.
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*Thermal Vision [1]: see ‘heat’ and halve all darkness illumination penalty (including invisibility).
 
*Thermal Vision [1]: see ‘heat’ and halve all darkness illumination penalty (including invisibility).
  
Elf (nicked named Fey-Folk) – beautiful by most standards and graceful, they are somewhat uncommon out in the Territories.
+
'''Elf''' (nicked named Fey-Folk) – beautiful by most standards and graceful, they are somewhat uncommon out in the Territories.
 
*Agile [2]: base Agility d6 and maximum starting of d12+1
 
*Agile [2]: base Agility d6 and maximum starting of d12+1
 
*Elf Looks (Attractive) [1] gain +1 to Persuasion checks.
 
*Elf Looks (Attractive) [1] gain +1 to Persuasion checks.
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*Low-Light Vision [1]: Ignores illumination penalties from Dim and Dark setting.
 
*Low-Light Vision [1]: Ignores illumination penalties from Dim and Dark setting.
  
Gnome (nicked named Wood-Kin) – short but hardy, gnomes are often found in towns tinkering with the equipment and machinery.
+
'''Gnome''' (nicked named Wood-Kin) – short but hardy, gnomes are often found in towns tinkering with the equipment and machinery.
 
*Bright [2] base Smarts d6 and maximum d12+1
 
*Bright [2] base Smarts d6 and maximum d12+1
 
*Low-Light Vision [1]: Ignores illumination penalties from Dim and Dark setting.
 
*Low-Light Vision [1]: Ignores illumination penalties from Dim and Dark setting.
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*Technical [3]: base Repair skill of d6 and +1 to the Repair skill.
 
*Technical [3]: base Repair skill of d6 and +1 to the Repair skill.
  
Half-Elf (called Half-Fey or Fey-Touched) – the union of Human and Elf have led to fair community of half-elves that live both parents and get along well with both worlds.
+
'''Half-Elf''' (called Half-Fey or Fey-Touched) – the union of Human and Elf have led to fair community of half-elves that live both parents and get along well with both worlds.
 
*Chummy [-1]: as Minor Quirk. Half-Elves tend to be depressed and feel lonely when they are not around others. They are not really loners.  
 
*Chummy [-1]: as Minor Quirk. Half-Elves tend to be depressed and feel lonely when they are not around others. They are not really loners.  
 
*Duel Heritage [2]: gain either a base Agility d6 and maximum d12+1 or a bonus Edge of choice.
 
*Duel Heritage [2]: gain either a base Agility d6 and maximum d12+1 or a bonus Edge of choice.
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*Outgoing [1]: base Persuasion of a d6
 
*Outgoing [1]: base Persuasion of a d6
  
 +
'''Halfling''' (nicked named Half-Folk) – the smallest of the demihumans, Halflings are most common in small farming communities and borrow-homes.
 +
*Agile [2]: base Agility of a d6 and a maximum starting of a d12+1
 +
*Luck [2]: begin the game as a bonus Benny (stacks with Lucky and Really Lucky)
 +
*Reduced Pace [-1]: base Pace of a 4 and Run die of a d3+1
 +
*Size -1 [-1]: and Toughness of -1.
 +
(Sneaky [2]: base Stealth skill of a d6 and +1 to Stealth skill rolls.
 +
*Spirited [2]: base Spirits of a d6 and a maximum starting of a d12+1
 +
*Weak [-2]: suffer a -1 to all Strength trait test (not linked skills) and -1 to melee attack damage.
 +
 +
'''Half-Orc''' (nicked named Goblin-Kin) – Children of Humans and Orcs, most come of the Ever-Marsh swamps where a large number of Orcs have immigrated to from the Old World but there are a few wandering Orc tribes within the territories.
 +
*Big [1]: Size +1 and Toughness +1
 +
*Bite [1]: unarmed Bite Str+d4.
 +
*Brawlers [1]: base Fighting of a d4
 +
*Mean (Minor) [-1]: as Hindrance.
 +
*Outsider or Ugly (Minor) [-1]: as Hindrance (player’s choice)
 +
*Strong [2]: base Strength d6 and maximum d12+1
 +
*Thermal Vision [1]: see ‘heat’ and halve all darkness illumination penalty (including invisibility).
 +
 +
'''Tiefling''' (nicked named the Cursed) – Those who carry the taint of devilish blood somewhere in their ancestor’s past. Tieflings often have horns, reddish colored skin, snake like eyes, etc. some trait that marks them as tainted by those evil outsiders from the Nine Hells.
 +
*Bright [2]: base Smarts of a d6 and maximum d12+1
 +
*Devilish Allure [2]: as the Attractive Edge.
 +
*Horns [1]: base unarmed damage Str+d4
 +
*Outsider (Major) [-2]: as Hindrance
 +
*Thermal Vision [1]: see ‘heat’ and halve all darkness illumination penalty (including invisibility).
 +
 +
== HINDRANCES AND EDGES ==
 +
Forbidden Hindrances – Doubting Thomas
 +
Forbidden Edges – Aristocrat*, Rich*, Filthy
  
 
== BRIEF OVERVIEW AND HISTORY OF THE TERRITORIES ==
 
== BRIEF OVERVIEW AND HISTORY OF THE TERRITORIES ==

Revision as of 14:57, 3 August 2020

SAVAGE WORLDS ADVENTURE EDITION - SPELLSLINGER

Frontier Adventures in the Savage West

BASE RULES AND HOUSERULES

  • Rules Savage World Adventure Edition (SWAE)
  • Setting Rules (SWAE pg. 136-145) – Born a Hero (ignore rank requirement at character creation), High Adventure (benny to gain a combat edge you qualify for), Multiple Languages (gain ½ Smarts in d6 languages), Unarmored Heroes (Wild Cards who don’t wear armor gain +2 to soak rolls), Wound Cap (heroes suffer a maximum of 4 Wounds from a single hit; apply this limit before making Soak rolls).

HOUSERULES

  • Damage Raises: For each raise that you roll on your Attack die, adds +1d6 damage.
  • Exploding Dice: all dice rolls can Ace but only once each.
  • Run Dice: Changed to d4+2 (instead of d6) or 1d3+1 (for d4) and d6+4 (for a d10)


Starting Adventure – Something Rumbles at Thunder River

The game starts with the heroes joining the Ranger; a semi-official group of law enforcers employed throughout the Territories. They are fairly universally well liked and received by most of the Free Peoples. While most towns will have their own local Sherriff, the Rangers roam throughout the Territories seeking law breakers, bandits and monsters; anything that might threaten innocents. The Rangers are building a new regional base in Skull Creek, a small town in the southern Territories Badlands where the heroes are sent. It is one of the most western towns of the Badlands, only 50 miles from the Ghost Mountains and include a spur of the Southern Gnome-Rail. There are a number of good mines in the hills around the town, but most folk scratch out a living as farmers and ranchers as the mines are not safe (due to undead and other monsters).

CHARACTER CREATION

  • Concept: your basic western idea might range from a gunslinger to a maverick gambling or trailblazer or mountain man (or woman) etc. This should help you with skills and edges.
  • Folk: chose a Folk from those below.
  • Novice: 5 attribute points and 15 skills points (along with starting skills)
  • Bonus: all characters gain one bonus Edge but you must qualify for it (except for Rank) or gain a +1 step to one Attribute trait.
  • Rangers Qualifier: skills of a d6 in Shooting and Riding and cannot have Elderly or any Major physical impairment type of Hindrance or Wanted for any major crimes.
  • Hindrances: One Major and two Minor Hindrances (or two Major or four Minor).
  • Cash: 50 silver dollars ($500 in SWAE value). Players start with a standard set of clothing, riding or walking boots and a hat of choice. Rangers assign new recruits a Riding Horse, Saddle and Blanket, Saddle Bags along with a Duster and Tin-Star (their badge). This badge has low-level magic on it and can’t normally be lost or misplaced.

FOLK OF THE TERRITORIES

Humans – the most common folk in both the Colonies and the Free Territories. Humans value learning new things in the Territories.

  • Adaptable [2] gain one bonus Edge for free (must meet requirements except Rank)
  • Broadminded [2] start with 17 skill points (instead of 15).

Aasimars (nicked named the Graced) – Those who bare a significant amount of celestial outsider blood in their ancestry. Others are naturally drawn to them as they exude natural charm and grace.

  • Arcane Resistance [2]: as Edge.
  • Blessed Looks (Attractive) [2]: as the Attractive Edge
  • Divine Health [1] +2 resistant against diseases and poisons.
  • Drive (Minor) [-1]: as Hindrance, player’s choice.

Dwarf (nicked named Hill-Folk) – found through the Colonies and the Territories they are dour and one of the one people ‘crazy’ enough to mine the Ghost Mountains.

  • Fast Healing [2]: as Edge
  • Healthy [1]: +2 Vigor checks against diseases and poisons.
  • Squat [-2] base Pace of a 4, Run d3+1, but also -2 Athletics with jumping and swimming.
  • Stout [2]: base Vigor of d6 and maximum starting d12+1
  • Thermal Vision [1]: see ‘heat’ and halve all darkness illumination penalty (including invisibility).

Elf (nicked named Fey-Folk) – beautiful by most standards and graceful, they are somewhat uncommon out in the Territories.

  • Agile [2]: base Agility d6 and maximum starting of d12+1
  • Elf Looks (Attractive) [1] gain +1 to Persuasion checks.
  • Impudent [-1]: a bit elitist Quirk (Minor – Cultural Superiority).
  • Long Stride [1] increase base Pace to 8
  • Low-Light Vision [1]: Ignores illumination penalties from Dim and Dark setting.

Gnome (nicked named Wood-Kin) – short but hardy, gnomes are often found in towns tinkering with the equipment and machinery.

  • Bright [2] base Smarts d6 and maximum d12+1
  • Low-Light Vision [1]: Ignores illumination penalties from Dim and Dark setting.
  • Short Legs (Minor) [-1]: Pace 4, Run d3+1
  • Technical [3]: base Repair skill of d6 and +1 to the Repair skill.

Half-Elf (called Half-Fey or Fey-Touched) – the union of Human and Elf have led to fair community of half-elves that live both parents and get along well with both worlds.

  • Chummy [-1]: as Minor Quirk. Half-Elves tend to be depressed and feel lonely when they are not around others. They are not really loners.
  • Duel Heritage [2]: gain either a base Agility d6 and maximum d12+1 or a bonus Edge of choice.
  • Elf Looks (Attractive) [1] gain +1 to Persuasion checks.
  • Low-Light Vision [1]: Ignores illumination penalties from Dim and Dark setting.
  • Outgoing [1]: base Persuasion of a d6

Halfling (nicked named Half-Folk) – the smallest of the demihumans, Halflings are most common in small farming communities and borrow-homes.

  • Agile [2]: base Agility of a d6 and a maximum starting of a d12+1
  • Luck [2]: begin the game as a bonus Benny (stacks with Lucky and Really Lucky)
  • Reduced Pace [-1]: base Pace of a 4 and Run die of a d3+1
  • Size -1 [-1]: and Toughness of -1.

(Sneaky [2]: base Stealth skill of a d6 and +1 to Stealth skill rolls.

  • Spirited [2]: base Spirits of a d6 and a maximum starting of a d12+1
  • Weak [-2]: suffer a -1 to all Strength trait test (not linked skills) and -1 to melee attack damage.

Half-Orc (nicked named Goblin-Kin) – Children of Humans and Orcs, most come of the Ever-Marsh swamps where a large number of Orcs have immigrated to from the Old World but there are a few wandering Orc tribes within the territories.

  • Big [1]: Size +1 and Toughness +1
  • Bite [1]: unarmed Bite Str+d4.
  • Brawlers [1]: base Fighting of a d4
  • Mean (Minor) [-1]: as Hindrance.
  • Outsider or Ugly (Minor) [-1]: as Hindrance (player’s choice)
  • Strong [2]: base Strength d6 and maximum d12+1
  • Thermal Vision [1]: see ‘heat’ and halve all darkness illumination penalty (including invisibility).

Tiefling (nicked named the Cursed) – Those who carry the taint of devilish blood somewhere in their ancestor’s past. Tieflings often have horns, reddish colored skin, snake like eyes, etc. some trait that marks them as tainted by those evil outsiders from the Nine Hells.

  • Bright [2]: base Smarts of a d6 and maximum d12+1
  • Devilish Allure [2]: as the Attractive Edge.
  • Horns [1]: base unarmed damage Str+d4
  • Outsider (Major) [-2]: as Hindrance
  • Thermal Vision [1]: see ‘heat’ and halve all darkness illumination penalty (including invisibility).

HINDRANCES AND EDGES

Forbidden Hindrances – Doubting Thomas Forbidden Edges – Aristocrat*, Rich*, Filthy

BRIEF OVERVIEW AND HISTORY OF THE TERRITORIES

The ‘Old World’ is based somewhat off Greyhawk, although the landscape is a bit more European like and the year is 1178 (Common Era, or after the formation of the Great Kingdom). This ‘New World’ has been settled by many different peoples over the last two and half centuries and about a dozen Old World cultures have set up petty kingdoms and nation-states along the Eastern shoreline (collectively called the Colonies). The Territories, as it has become known, are a semi-settled lands of the Free Peoples (Humans, Dwarves, Elves, Gnomes, Halflings, Half-Elves and Half-Orcs) and run from the Colonies to the Ghost Mountains (some 1,000 miles west of the eastern most Colonies). The Ghost Mountains are haunted and the dead do NOT remain resting there… ever. Most right-thinking people avoid them, but the dwarves and gnomes have two fairly large mining city-states set up on their edged.

There are no known living native peoples on the eastern side of the Ghost Mountains. Once there were a primitive Human and Elf-like people but they all died out for some reason hundreds of years before the Free Peoples discovered the New World and started settling here. Well, one could say no living native peoples here because as mining has started in the Ghost Mountains and the Gnome-Rail pushed out from the Colonies, ghosts and other undead supposedly of these native peoples have started haunting the Territories.

The landscape of the New World looks vaguely like the eastern seaboard of the continental U.S. with the incredibly high Ghost Mountains being located about 1,500 miles inland (these mountains are almost impassable, more like the Himalayas of Earth then the Rockies). This range separates the semi-civilized Territories of the Free Peoples and the wild Fortier on the western side (no one really knows what’s on the western side of the mountains but it is said to be a land of giant monsters and huge thunder lizards). There are two other much lower mountain ranges, the first which separates the northern plains and the southern badlands. Called the Middle Mountains, there are numerous wide passes through them. The second range is to the north known as the White Cap Mountains, this range is always encased under thick layers of snow even in the hottest summers.

Along the Eastern Shoreline the lands is heavily forested and somewhat flat lands referred to as the “Colonies”. These lands are the most heavily populated and industrialized areas and are made up of ‘11 Colonies’ (see below). None of the Colonies extend much more than 200-300 miles inlands, and the lands past them and running all the way to the Ghost Mountains are collectively called the “Territories”. These are unclaimed by any one of the Colonies, and the people living out in there for the most part want to keep it that way.

The lands of the southern Territories are a semi-arid badlands, of high mesas and plateaus, deserts and arid grazing lands where the winters are very cold with good a bit of snow (about the only rainfall that the lands get). These lands are the least settled of the Territories, mostly prospectors and a few cattlemen. Shattered settlements dot the landscape, increasing in number the farther north one goes. Too the south the land falls a bit with badlands to the west and the Ever-Marsh near the coast. Even farther south is the Colonial outpost of the Grey-Company, a breakaway group from the lands of the Confederate Cavaliers. North of the Middle Mountains the lands are more plains and grasslands settled fairly heavily by farmers and ranchers. Farther north (around where Canada would be in our world) the land rises sharply – called the Up-Lift or the Shelf. These lands are heavily forested with huge pine-wood timber, and settled by mostly woodcutters and a few trappers. Farther north of this are the White Cap Mountains and mostly inhabited. South of the Shelf are the great lake system of Spirit Lakes that feed the mighty Green River that cuts south east all the way to the coast. These lands are settled by backwoods trappers and fishermen.

Most of the Colonies and the Territories are fairly peacefully with each other, or at least there aren’t anything more than a few small border wars going on. The ‘Border Wars’ between the Confederated Cavaliers and New Furyondy was the most recent and most violent ones ended just over a year ago over a border dispute that cost thousands of lives. The other major troubles were called the ‘Brand-Wars’, which have calmed down a bit, including hanging and reprisals between Magi and Blackhands, but continue in the Badlands to this day. There are also the ‘Range Wars’ between various cattle barons over grazing right, the ‘Claim Wars’ between the mining Unions and of course raids by Hallowed (generic term for the Undead or recently risen), especially around the Ghost Mountains but spreading east (unofficially called the ‘Ghost Wars’).

The religions of this world are loosely based off those found in the D&D World of Greyhawk, but heavily changed due to the ‘silence’ or waning of the gods over the last thousand years. Some examples are the ‘Reformed Church of Pelor’ the ‘Churches of Truth and Justice’ the ‘Predawn Fellowship of the Raven Queen’ the ‘Keepers of Melora’s Ways’ and even the ‘Heart of Bane’. There are literally hundreds of different sects, including Druidic and Shamanic traditions practices and preached here. As the ‘gods’ have gone silent, as it were, people’s faith has become fractured but people still go to church and listen to the Padre’s sermons on Godsday (the day of worship).

THE ELEVEN COLONIES

1. Northern Cross Alliance – the colony farthest northern, set up by exiled nobles merchants, bandits, thieves and pretty much any undesirables from Nyrond, who still are beholding to their homeland and swear allegiance to their King back in the Old Country. The population is involved mostly in timber harvesting, trapping and some boar-raising, and they are rowdy and uncivilized lot for the most part.

2. United States of the Sun – just south of Northern Cross, this nation was formed by religious sects that had split with the main Orthodox Pelor Church back in the old country and had come here to practice this branch of it as they saw fit. The lands here are rich from farming and pig rising and the people are law-abiding and church going. Most follow the Reformed Church of Pelor, but there are many other sects within its borders, all dedicated to their own ideas of what Pelor stands for.

3. the Spring Court – set up by Elves of the Old World, who were looking for a fabled ‘promised’ lost land of the Elven people. The borders are heavily protected and they only allow limited trading with the other colonies. This nation in fact has only one small sea port, called Greyhaven, set up as the sole trade city within it heavily forested lands.

4. Federation of the Free People – this nation was formed when it rebelled against the taxes and rule of the old world United Kingdom of Ahlissa, and spit the United Lands of Ahlissa in two (see below). Members of other Free People races flocked here for the independency offered and it is one of the strongest colonies to date, with a strong industrial and agricultural base.

5. United Lands of Ahlissa – made up of loyalist to the United Kingdom of Ahlissa (an world-wide empire), this nation still smarts from the loss of the Federation whom they see as traitors of the worst kind. The nation is fairly heavily industrialized but sends a great deal of raw materials back to Ahlissa instead of manufacture good here. Many Tieflings comes from this area, and the present High Council of the Colonial Assembly is one (the governor-ruler of the colony).

6. Nation of the Just – a semi-theological state founded by priests and warrior layman worshippers of Bahamut, God of Justice. They have evolved into a very simple, hardworking agricultural society that is based around the Church of Truth and Justice, of which there are at least one in every city, town and village hamlet. Gambling, prostitution, drinking and most other vice-crimes are outlawed here, and the people are thought to be about the most boring on the planet.

7. the Trade and Machinist Pact States – set up more or less in the middle of the colonies and without any sea-ports themselves (their trade does flow through the Stone Land Union’s port almost tariff free as the Gnomes and Dwarves have many ties and the Dwarves use the Gnome Rail-lines to connect with their mining operation in the Territories). This is the most heavily industrialized nation of the New World (and maybe even the Old World) and Cog-Hearts are very common and popular here. Ruled by the Gnomish Trade and Machinist-Pact Companies, pollution and goods pour out of this colony day and night. Almost all Rail-lines originate from this nation and are controlled by the Gnomes (hence the nick name for the Gnome-Rails).

8. Stone Land Union – smallest of the eastern colonies, this port of call is mostly used by the Dwarves for its’ Territorial mining city-states in the Ghost Mountains; High Mountain (in the north) and South Hall (in the south) where they export must of their mineral and manufactured wealth back to the ‘Irongate Union’. Landfall, the largest and deepest ports on the New World was also the first landing of Old World colonist is located here, but the dwarves, though careful maneuvering, acquired full rights to it and it is now their national capital.

9. New Furyondy – a colony of the United Kingdoms of Furyondy, this is a fairly just and open society that has granted its’ citizens many of the freedoms that are common within the Federation. The people remain loyal to their homeland, Furyondy, and the Parliamentary Government that exists there. Religious and racial tolerances are the cornerstones of life here and it has a fairly strong industrial and fishing based economy.

New Furyondy has invested heavily into a new standing army to face the growing threat of the Confederation of Noble Cavaliers who invaded their southern border.

10. the Confederation of Noble Cavaliers – formed from many of the second and third noble sons and daughters of the Old World (especially from the Old Kingdom lands), this nation gained its independence around the same time as the Federation did. These noble sons and daughters started their own royal houses and control the country with an iron fist. There are few large cities or even towns here, mostly huge family control plantations, where the work force of indentured humanoids (Orcs, Half-Orcs, Goblins, etc.) toil on the lands.

The Confederation was on the losing end of the recent war between itself and New Furyondy and they still hold deep gurgles at the lost.

11. Moot Townships – just north of the Ever-Marsh lands and south of the Confederation, this quiet and medium sized state is made up almost exclusively of Halflings. The people are mostly law-abiding, peaceful, hardworking farmers with a few small hamlets especially on the coast where some fishing takes place.