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View Full Version : 12/11/11 - RULESET: savage worlds SETTING: 50 fathoms



longarms
December 5th, 2011, 20:00
SETTING: the setting is interesting because it comprises a bunch of islands that you can sail between (any island you like, even "tougher" islands where you might die). Depending on where you choose to sail, different adventures will arise. Some will be easy, some may be too hard, some are related to an overarching plot. I'll update this post later with some ideas for what you crew might be interested in, i.e. pirating, privateering, merchanting, exploring, etc.


I'll offer to run a game this saturday. Game time would start between noon and 8pm (GMT-8 time zone). Post here if you are interested, also what time in that range works best for you.

Once you have posted here, the next step is to simply send me a PM for login information. I'll have the server up so that you can login and set up your character at your convenience ahead of the game. I'll reply to your PM with a PM to provide the login information.

longarms
December 7th, 2011, 04:54
Here are some possible character roles for this setting. This information is from the rulebook (which you will have access to by logging into the server, which I will leave open). This and other information can be found from the server:

Common Folk: Not every great hero of
the Thousand Isles has to start as a pirate or
privateer. Some are ordinary men and women—
carpenters, seamstresses, or craftsmen—who are
caught up in extraordinary events. These souls
are perhaps the greatest of all heroes, for they
do not look for adventure, fame, or wealth, but
deal with the dangers of the Thousand Isles out
of necessity or to protect their friends and family.

Explorer: Caribdus is a changed land.
Mountains are now islands and once inaccessible
peaks are now within reach. Several explorers
are known to be roaming Caribdus, mapping
these new features and searching for new
wonders.

Hunter: The interior of most islands is ripe
with game—some of which is more than capable
of fighting back. Hunters explore the jungles,
deserts, and mountains of Caribdus in search
of meat to sell the towns and villages. Some are
solitary souls armed only with a single musket
and a brace of pistols. Others lead hired skinners
to cut up and rapidly transport the meat back
to civilization.

Inquisitor: Some characters are not what
they seem. Inquisitors travel about in disguise,
searching out elemental mages and learning
their habits so that they can capture them and
take them to Torquemada for confession and
execution. Beware if you choose to play an
Inquisitor, however, for you will certainly be
forced to betray those closest to you (see page
23).

Marine: Marines fight from the decks of ships.
They are well-trained in fighting and shooting,
and the best have long muskets and metal armor
which they don whenever a fight looms near.

Merchant: The economics of the fractured
world are still being discovered. Player character
merchants travel the three seas attempting to
discover new markets. They help establish
company trade routes, negotiate prices, and
ensure goods head where they’re needed.

Officer: Ships commissioned by nations or
one of the three shipping companies appoint
officers to run their crews. They were either
given their commission due to their wealth
or birth, or more rarely, earned their position
“through the ranks.”

Pirate: True pirates are thieves looking to get
rich off the hard-earned fortunes of others. Most
are able seamen of course, but aren’t necessarily
good fighters. Pirates rarely attack crews who
can fight back, preferring to prey on the weak
for easy plunder instead.

Privateer: Those who hunt pirates with
official commissions from rulers or shipping
organizations are called privateers. Theirs is a
dangerous job, for pirates fear the noose and
rarely surrender without a fight. Privateers must
walk a fine line as well, for those who “turn
pirate” are rarely granted mercy by those who
trusted them.

Questor: Some of Caribdus’ most noble souls
search the Thousand Isles for ways to defeat the
Sea Hags. These men and women have been
named “questors” by others. They gather clues
about the witches and chase tales that might tell
them how to kill the hags and return the world
to its former grandeur—or return the visitors
to Earth.

Sailor: Not every sailor is a treacherous
cutthroat. Some are honest seamen who simply
prefer the roll of the ocean to work on land.

Salvager: Many treasures lie on the sea floor
waiting to be recovered by those with the ability
to dive deep. Doreen, kehana, and kraken
can do so on their own, but other races need
access to water magic to explore the depths.
Salvagers scour the shallows looking for these
finds, plumbing the depths of drowned cities,
forgotten banks, or watery manors.

Sea Rover: These weapon masters are
mercenaries who specialize in fighting aboard
ships. They hire out their cutlass for a share
of any treasure, and rarely care whether their
employers are honest merchants or scurvy
pirates.

Ship’s Mage: Valued more than all other
crewmen are those who have mastered elemental
magic. Their specific role depends on their
specialty. Fire mages are best used offensively,
water mages can heal and hydrate sailors on
long voyages, air mages ensure speedy trips,
and earth mages are handy for ships destined
for island exploration.

Super: Those who watch over
a ship’s cargoes are called supers.
These men must tattoo their arms
with their given names, and carry
a piece of paper sealed by one of
the Great Ports as well. Only they
can vouch for the legality of ship’s
cargoes—but they are also the first
targets of pirates as well. Purchasing
the necessary license, tattoo and seal
requires a hefty fee, but supers are
well-paid for their efforts. See page
42 for more details on ship’s supers.

Surgeon: Water mages and their
healing magic are rare, so the bloody
work of patching together blasted
flesh often falls to the ship’s surgeon.
These dedicated souls are usually
given extra shares or higher salaries
for their valuable work.

Treasure Hunter: Rumors of vast
treasure hordes—such as that of
the dread Francis L’Ollonaise—are
common. Those who gain some
clue to their location—or better yet
a map—search the Thousand Isles
relentlessly for these treasures.

Whaler: Many men and women
hunt the white norwhales of the
Cold Sea or the smaller beasts that lurk around
the isles. Grael make excellent harpooners, as
do Red Men.