SavageIronKingdomsSWAE

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RULES & SETTING

Setting Rules (SWAE pg. 136-145) – Born a Hero (ignore rank requirement at character creation), Convictions (awards given turn play; gain a +1d6 to a roll; which can also ace), High Adventure (benny to gain a combat edge you qualify for), Multiple Languages (start with ½ Smarts die in language, one that must be your native tongue), Unarmed Heroes (heroes who don’t wear armor gain +2 bonus to Soak rolls).
Common Languages: Dwarf – Rhulic; Elf – Ios and Nyss; Human dialects include - Caspian, Cygnaran, Khadorian, Khurzic, Llaelese, Ordic, Scharde and Urnyak; “Savage Races” – Molgur dialects include – Goblin, Ogrun and Trollkin. Uncommon and Secret languages require special training and/or access to them.

HOUSE-RULES

Damage Raises: For each raise that you roll on your Attack die, adds +1d6 damage.
Exploding Dice: all dice rolls can explode BUT only once each.
Heroic Recovery: At the end of fight, all characters who have suffered a Wound or Wounds can make a Soak Check after a short rest (10+ minutes) for free. Make a normal Recovery test, with any success you recover one Wound.
Run Dice: Changed to d4+2 (instead of d6) or 1d3+1 (for d4) or d6+2 (for a d8), etc.

CHARACTER CREATION

Novice Exceptional Heroes.
Choose one of the Common Races.
6 points for Attributes, each starting at a base d4 for free with a maximum starting attribute of a d12.
15 points for Skills (plus starting basic levels), with a maximum starting skill rating of a d12.
One free Edge, must still qualify (except for Rank).
One Major and two Minor Hindrance, or Two Major Hindrance or four Minor Hindrances.
Starting Cash – 1,000 copper ($; Minor Flaw +1,000 copper/$), plus all characters begin with two setting of basic clothing.


COMMON RACES

DWARF

Western Immoren has been the home of both men and dwarves since before written history, when only word of mouth and song recorded their deeds. Dwarves or Rhulic-Folk in their own tongue are short (average around 4 feet tall) but heavy set (average around 150 lbs.) humanoids with males wearing thick beards from a very young age. They settled in the northern mountains and assembled into a single nation long before mankind has risen from barbarity.

Fast Healer [2] as Edge (SWAE pg. 39)
Healthy [1] +2 Vigor rolls vs. diseases and poisons.
Thermal Vision [1] one-half, round up, darkness penalty including total darkness (max -2) and against invisible living targets.
Short Legs (Major) [-2] Pace 4, Run d3+1 and -2 to Athletics when jumping or swimming, -1 to the Ride skill.
Stout [2] base Vigor of d6 and maximum starting d12+1
Starting Languages: one-half Smarts die (one must be Rhule/Dwarf)


ELF, IOSAN

Nearly all of the elves of western Immoren hail from Ios. They are doomed people or so it is believed. They live in a solitary kingdom, focusing inwardly on their plight, which is intimately tied to the slow death of their goddess, Scyrah, the last of their once mighty pantheon. Elves are tall and thin compared to humans, whom find these fey-folk as attractive and alluring.

Bright [2] base Smarts d6 and maximum starting of d12+1
Elf Looks (Unnaturally Beauty) [1] add +1 to Persuasion
Long Stride [1] base Pace to 8
Twilight Vision [1] no darkness penalty for dim or dark, only in total darkness (then -4)
Quirk (Minor) Minor Arrogance [-1] tend to see Elves and Elven items, culture, etc. as superior to all others; can impose a -1 Persuasion in situations and must always purchase the “best” (increase the price on goods including food, weapons & armor, by +10% or 20% minimum)
Starting Languages: one-half Smarts die (one must be Ios/Elf)


ELF, NYSS

The elusive elves called the Nyss are even more mysterious then their distant Iosan kin. Very little is known of the ‘winter elves’ as they kept to their secrets viciously and see non-Nyss as invaders at best and as non-sentient and unworthy of even life at worst.

Agile [2] base Agility d6 and maximum starting of d12+1
Cold Adaption [1] gain +4 to resist cold effects or +4 to Toughness vs. cold attacks, damage or environmental conditions.
Elf Looks (Unnaturally Beauty) [1] add +1 to Persuasion
Long Stride [1] base Pace to 8
Outsiders (Minor) [-1]: as Flaw, Nyss Elves get along with non-Nyss, including their Ios cousins.
Twilight Vision [1] no darkness penalty for dim or dark, only in total darkness (then -4)
Weakness (Minor) Fire/Heat [-1]: suffer -4 to their trait rolls or Toughness scores vs. fire and heat attacks or environmental effects.
Starting Languages: one-half Smarts die (one must be Nyss/Elf)


GOBLIN (GOBBER OR BORGIN)

Goblins within the kingdoms are commonly separated into two groups, gobbers and borgin. Gobbers are widespread and a notable wayfaring races found nearly anywhere humans are found. Borgin are more savage and tend to be tribal in nature who avoid humanity. Gobbers are intelligence and inquisitive and have taken to the technology of humanity.

Agile [2] base Agility of a d6 and maximum starting of a d12+1
Keen Eyesight [1] gain +2 to Notice skill checks with Sight
Sneaky [1] base Stealth of a d6 and a maximum of d12+1
Thermal Vision [1] one-half, round up, darkness penalties including total darkness (max -2) and against invisible living targets.
Tinkers or Survivalist [1] Goblins gain either a +1 to their Repair or Survival skill checks (player’s choice)
Outsider (Minor) [-1] as Flaw, most people seem them as public nuisances at best and not trustworthy troublemakers
Small [-1] as Flaw, plus +1 Stealth and -1 Intimidate
Starting Languages: one-half Smarts (one must be Molgur/Gob)


HUMAN

The Iron Kingdoms are the lands of humanity, first and foremost. They are by far the most numerous race in the region, and it is their struggles, wars, and history which have shaped this land. The humans of the Iron Kingdoms are a varied and hardy cross selection of cultures, all arising from ancient tribes of warlike peoples who have lived, loved, fought and died in the region since before recorded history. The bulk of their history is filled with endless strife and battle, and the relative calm of the last few centuries is unusual

Adaptive [2]: bonus Edge for Free, must still qualify
Versatile [2] two additional base Skill points (17 base total)
Starting Languages: one-half Smarts die (one must be a Native language)

Human Cultures

  • Khard: Hailing originally from the frozen tundra of the northern wastes, they were once great horse lords and raiders who migrated down into the central Khard plain region thousands of years ago. They still are considered masters of riding and horse breeders. Today they dominate the Khadoran Empire. Very common skills include Intimidate and Riding.
Languages: Khadorian (native), but also many learn Cygnaran, Khurzic, Llaeless, Ordic, and Rhulic.
  • Kossite: Hailing from the great mountain valleys of northern Khador. They are savage and proud. Common skills include Athletics and Survival.
Languages: Khadorian (native), but also many learn Cygnaran, Khurzic, Llaeless, Ordic, and Rhulic.
  • Ryn: This cultured is somewhat arrogant its peoples of Llael are a mix of southern races of man that migrated northeast into the fertile valleys south of Rhule and west of Ios. Common skill include Intimidate and Taunt.
Languages: Llaeless (native), but also many learn Cygnaran, Khadorian, Khurzic, Ordic and Rhulic
  • Skirov: mountain dwellers whom are very independent but religious people. Common skills include Athletics and Survival.
Language: Khadorian (native), and Urnyak are common. Also Cygnaran and Ordic.
  • Umbrean: a very minor ethnic group of eastern Khador and northern Llael, they are horse masters and barbarians. Common skills include Riding and Survival.
Languages: Khurzic (native), but also Cygnaran, Khadorian, Llaeless, Ordic and Rhulic
  • Midlunder: the domain ethnic group of northern Cygnar, they are a practical and down to earth type. Common skills include Common Knowledge and Persuasion.
Languages: Cygnaran (native), and for travelers a mix of Khadorian, Llaeless, Ordic and Rhulic. As their bonder is also up against Ios, there are a few whom also know Iosan Elf
  • Morridane: ancient ethnic group of the central Tordor highlands, the Morridanes lives in the forests and swamps that dominate these lands. Common skills include Athletics, Stealth and Survival. Languages: Cygnaran (native) and Caspian, Khadorian, Khurzic, Llaelese, Molgur (Trollkin Dialect) and Ordic.
  • Thurian: dominate ethnic group of Ord, the Thurians are sharp-witted with more than and touch of roguish running through their culture. Common skills include Intimidate, Persuasion and Taunt. A high number of those with the spark of magic come from this ethnic group.
Languages: Ordic (native) and Caspian, Cygnaran, Khadorian, Khurzic, Llaelese, Molgur (any), Rhulic.
  • Tordoran: now a minority within Ord they were the original rulers of the nation and don’t like people forgetting it. Common skills include Persuasion and Taunt.
Languages: Ordic (native) and Caspian, Cygnaran, Khadorian, Khurzic, Llaelese, and Rhulic.
  • Caspian/Sulese: dominate ethnic group of south and central Cygnar. Common skill include Persuasion.
Languages: Cygnaran (native), and Caspian, Khadorian, Khurzic, Llaelese, Ordic, and Rhulic.
  • Idrian: sharing much Caspian and Sulese cultures, the people of the Protectorate of Menoth are extremely religious and intolerant of the ‘younger’ religion of their northern brethren. Common skills include Academics and Intimidate.
Languages: Cygnaran (native) and Caspian, Khadorian, Khulzic, Molgur (any dialect).
  • Scharde: the barbarian peoples of the Cryx, the Scharde Islands and the islands of the Broken Coasts. These are savage folk, most well known for their tattoos, extensive piercing, and their dragon headed raiding ships and their unsavory habit of eating part of those they have killed in combat. Common skills include Athletics, Boating, and Intimidate.
Languages: Scharde (native), others include Cygnaran, Molgur (any), Khadorian, or Ordic.


OGRUN

Ogrun are easily the largest f the enlightened races, and while their society may be a bit backward and disorganized by others standards, they live by an inspiring code of honor. Most Ogrun have sworen their allengence to the dwarfs of Rhule but a few wander the southlands.

Big [-2] suffers a -2 to all checks when using gear not built for their size. Increase the cost of armor, clothing, specialized firearm triggers, etc. by 100% to eliminate penalty.
Dim [-2] suffer a -1 to all Smarts trait tests.
Long Legs [1]: base Pace 8
Non-Arcane [-1] cannot take any Arcane Background: Arcane edge. Also suffer a -1 to all Trait rolls to resist hostile Arcane magic and for others whom try to cast beneficial arcane magic on them (not divine magic).
Size +2 [2] +2 to Toughness, +1 to Intimidate but -1 to Stealth
Thermal Vision [1] one-half, round up, darkness penalty including total darkness (max -2) and against invisible living targets.
Very Strong [4]: base Strength d8, max starting d12+2
Starting Languages: one-half Smarts die (one must be Molgur/Og)


TROLLKIN

Savage trolls once roamed across the forests and plains of Western Immoren, but as time passed they assembled into tribes, which branched into clan families, and soon enough trolls came in a variety of shapes, sizes and eating habits. The latter is perhaps the greatest rationale that sets trollkins apart from other trolls, allowing the other races of Western Immoren to experience their personalities firsthand without fear of becoming their next meal.

Clumsy [-3] Trollkin are not known for their grace and they suffer a -2 to Agility trait checks.
Heritage [2] most Trollkin have Arcane Resistance as a racial trait, but there are a few rare members of the race who start with one Arcane Background (and most are also albinos and are either Fell Callers or Sorcerers). Player’s choice.
Outsider (Minor) [-1] as Flaw, Trollkin generally stick with their own tribes and own kind.
Size +1 [1] +1 to Toughness
Slow Regeneration [3] Trollkin are fast healers. They roll a Natural Healing check every day at no penalties and can regain the use of a permanently damaged limb in 2d4 weeks or a minor appendage like a finger in 1d4 days.
Stout [2] base Vigor of a d6 and a maximum starting d12+1
Starting Languages: one-half Smarts die (one must be Molgur/Thul)

HINDRANCES & EDGES