They Came from the North

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Revision as of 13:11, 21 June 2011 by 88.223.63.174 (talk) (Player Characters)
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A fantasy Play-by-Post game run by Max.


Threads

Interest

IC

OOC

Player Characters

Civil Savage

Gruffalo Crumble

JeStor

Leitz

Megazver

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

Armor

Cap - Protective headwear made of hardened leather or padded cloth. The cloth version can be worn under a helm.

  • Armor +1
  • Covers head
  • A raise on the attack roll bypasses completely

Open helm - Light metal headgear, doesn't obstruct vision but leaves the face open to attack.

  • Armor +2
  • Covers head
  • A raise on the attack roll bypasses completely

Full helm - A fully enclosing helmet, protects the whole head but hampers the senses somewhat. These are often visored, in which case you can turn it into an open helm (or back again) in 1 action.

  • Armor +2
  • Covers head
  • Notice -2

Leather/cloth - Armor made of hardened leather or padded cloth, usually in the form of a knee-length coat called a "jack".

  • Armor +1
  • Covers torso, legs and arms

Reinforced leather/cloth - Consists of leather or cloth armor with some mail in strategic locations. Typically made piecemeal from bits and pieces looted from the battlefield.

  • Armor +2
  • Covers torso, arms and legs
  • A raise on the attack roll decreases armor by 1

Mail - A long-sleeved, knee-length coat made of interwoven iron rings over a padded undergarment.

  • Armor +2
  • covers torso, arms and legs

Reinforced mail - Mail armor with various arrangements of metal plates on top for added protection.

  • Armor +3
  • Covers torso, arms and legs
  • A raise on the attack roll decreases armor by 1

Shields

Small shield - Typically round or square wooden shields, reinforced with leather and metal fittings, about a foot in diameter.

  • Damage Str+d4
  • Parry +1
  • You can use the shield hand to wield a weapon, but won't get the shield's parry bonus while doing so

Medium shield - Round or heater-shaped wooden shields. Usually about two feet wide, large enough to completely cover the wielder's torso.

  • Damage Str+d4
  • Parry +1
  • Provides light cover against ranged attacks

Large shield - Oval, rectangular or kite-shaped shields at least two feet wide and around four tall, covering the wielder from below the knee to above the shoulders.

  • Damage Str+d4
  • Parry +2
  • Provides medium cover against ranged attacks

Weapons

Dagger -

  • Damage Str+d4
  • 1-handed
  • Range 3/6/12 if thrown

Short sword -

  • Damage Str+d6
  • Parry +1
  • 1-handed

Long sword -

  • Damage Str+d8
  • Parry +1
  • 1/2-handed

Great sword -

  • Damage Str+d10
  • Parry +1
  • 2-handed

Hand axe -

  • Damage Str+d6
  • AP 1
  • Range 3/6/12 if thrown
  • 1-handed

Battle axe -

  • Damage Str+d8
  • AP 1
  • 1/2-handed

Great axe -

  • Damage Str+d10
  • AP 1
  • 2-handed

Club -

  • Damage Str+d4
  • 1-handed

Mace -

  • Damage Str+d6
  • AP 2
  • 1-handed

Flail -

  • Damage Str+d6
  • AP 2
  • Parry -1
  • Ignore parry bonuses from weapons and shields
  • 1-handed

Staff -

  • Damage Str+d6
  • Reach 1"
  • Parry +1
  • 2-handed

Spear -

  • Damage Str+d8
  • Reach 1"
  • Range 3/6/12 if thrown

Pike -

  • Damage Str+d8
  • Reach 2"
  • 2-handed

Polearms - A myriad different weapon forms that all boil down to a heavy blade on the end of a sturdy pole.

  • Damage Str+d10
  • Reach 1"
  • 2-handed

Sling -

  • Range 6/12/24
  • Damage Str+d4
  • 1-handed

Short bow -

  • Range 12/24/48
  • Damage 2d6
  • Minimum Strength d6
  • 2-handed

Long bow -

  • Range 15/30/60
  • Damage 2d6
  • Minimum Strength d8
  • 2-handed

Crossbow -

  • Range 12/24/48
  • Damage 2d6
  • AP 2
  • Takes 1 action to reload if stationary, 2 actions if moving
  • Minimum Strength d6
  • 2-handed to reload, can be fired 1-handed with a -2 penalty

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 native written form.
  • Hissing - The supple, sibilant tongue of the nomadic serpent peoples, widely spoken in the eastern steppes and the south-east 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