Savage Worlds Freeport Companion.pdf

(3440 KB) Pobierz
Savage Worlds Freeport Companion
283615965.004.png
Savage Worlds
Companion
A Guide to Playing in Freeport for Savage Worlds
Savage Worlds Conversion: Paul "Wiggy" Wade-Williams
Original True20 Design: Steve Kenson and Robert J. Schwalb
Additional Design: Keith Baker and Graeme Davis
Editing: Dale Nixon
Proofreading: Piotr Korys
Development: Chris Pramas
Art Direction and Graphic Design: Hal Mangold
Cartography: Sean MacDonald Cover Art: Wayne Reynolds
Interior Art: Andrew Baker, Mike Vilardi, Kent Burles, Jonathan Hunt,
Danilo Guida, Toren "Macbin" Atkinson, Marcio Fiorito, Britt Martin,
Michael Phillippi, James Ryman, Ilya Astrakhan, and David Griffiths
Publisher: Chris Pramas
Green Ronin Staff: Bill Bodden, Steve Kenson, Nicole Lindroos, Hal Mangold,
Chris Pramas, Evan Sass, Marc Schmalz, and Robert J. Schwalb
Savage Worlds Freeport Companion is © 2008 Green Ronin
Publishing, LLC. All rights reserved. Reference to other
copyrighted material in no way constitutes a challenge to
the respective copyright holders of that material. Freeport,
Green Ronin, and their associated logos are trademarks of
Green Ronin Publishing, LLC. Savage Worlds and their
associated logos are trademarks of Pinnacle Entertainment
Group and are used with permission.
Green Ronin Publishing
3815 S. Othello St, Suite 100 #304
Seattle WA 98118
Email: custserv@greenronin.com
Web Site: www.greenronin.com
Printed in the U.S.A.
Permission granted to print one copy for personal use only.
Savage Worlds
Freeport
Freeport
Companion
283615965.005.png 283615965.006.png 283615965.007.png
Chapter One:Characters .................................................. 3
Character Concepts ........................................................... 3
Character Generation ........................................................ 3
Races of Freeport............................................................... 4
Hindrances ....................................................................... 6
Edges ................................................................................ 7
Chapter Two:Equipment.................................................... 9
Starting Equipment........................................................... 9
Wealth and Money ............................................................ 9
General Equipment ........................................................... 9
Special Substances and Items ............................................10
Tools & Skill Kits.............................................................12
Transport .........................................................................13
Services ...........................................................................13
Weapons ..........................................................................14
Armor and Shields ............................................................16
Chapter Three:Forbidden Lore..................................... 18
Spell Lists and Spells .......................................................18
Miracle Workers............................................................18
New Spells ....................................................................18
Trappings .....................................................................19
Supernatural Items ...........................................................20
Supernatural Weapons, Armor, and Charms ...................20
Artifacts........................................................................20
Chapter Four:Denizens of Freeport ....................... 25
Common Characters.........................................................25
Notable Characters...........................................................30
Chapter Five:Creatures of Freeport .....................49
Appendix:Fury in Freeport ............................................65
Index ...........................................................................................86
Introduction
To many, Freeport is a wretched excuse for a city, clinging like a
tumor on the edge of a remote island in some forlorn sea far from
the routes of civilized men, but you, bold hero, hardened buccaneer,
courageous adventurer, know
better. Freeport may have its
warts, its thugs, its pirates,
serpent people, cultists, and
don’t forget the monsters, but
it is also a city of opportunity,
of grand adventure, the start
and end of countless quests
and escapades. he smell might
be ofensive, but it’s the scent
of riches, of fame and glory.
Freeport, for you, is your best
chance at making something of yourself in a world gone mad. As you
navigate the narrow streets walked by many others before you, take
heart in knowing you are diferent, you have a destiny for greatness,
for its everywhere around you, just ripe for the taking. his, friend,
is Freeport: he City of Adventure.
Using this Book
he Savage Worlds Freeport Companion is your mechanics supplement
for using the Pirate’s Guide to Freeport with the Savage Worlds RPG .
So to maximize this sourcebook’s utility, you’ll probably want to have a
few other books. For setting information, the Pirate’s Guide to Freeport
is ideal since it not only updates the Freeport setting, but it provides
extensive detail about the city, people, environs, and much more. If you
already have Green Ronin’s Freeport: he City of Adventure and other
Freeport sourcebooks, those can help too, but be aware that some of
the characters and information
in this book reference events
that have occurred after the
Succession Crisis, which hasn’t
yet been concluded in the older
sourcebooks.
For rules, this Companion works
with Savage Worlds , so you’ll
need a set of those rules. Other
Savage Worlds sourcebooks, such
as the Fantasy Bestiary Toolkit
and 50 Fathoms campaign setting are useful, but not necessary for
play.
Finally, while the Savage Worlds Freeport Companion is intended to
give you all the nuts and bolts you need to explore the mean streets of
Freeport, you shouldn’t feel obligated to use all the information provided
in this sourcebook. New Edges presented in Chapter 1: Characters
may not it with your campaign setting or your vision of Freeport. You
may not want to take advantage of the madness and corruption rules, or
the new monsters, rituals and so on. he rules included here are designed
to be modular, meaning you can take what you like and leave the rest.
Above all, have fun! his sourcebook should spark new ideas, helping
you create exciting adventures in this city and play fun and compelling
characters worthy of being denizens of the City of Adventure.
The Freeport Companions
he Savage Worlds Freeport Companion is just one of several volumes designed to work hand-in-hand with Green Ronin’s Pirate’s
Guide to Freeport. Each installment takes this exciting setting and ofers a comprehensive set of rules for creating characters
and running adventures in this city. Each companion is keyed to a particular game system, in this case Savage Worlds roleplaying
game, wherein you’ll ind everything you need to explore this fabulous city. In a way, the Companion volumes help to shape the
city, molding it to it the rules used with it. You could consider each Companion volume like a language, with its own lexicon that
brings diferent meaning to a common city shared between all game systems, and so you’ll likely ind that each Companion may
ofer a diferent selection of material to best take advantage of the merits of each game. Freeport was once the deinitive city for
the d20 system, but now, with the Freeport Companions, it can be the deinitive city for all game systems!
2
Table of Contents
“It doesn’t matter who you are, Freeport welcomes all. From fanatics
to addicts, from streetwalkers to decadent nobles, everyone can find
a home in this den of pirates, this city of excess. Freeport may be a
haven for exiles and unwanted, but truly, it is far more than that.
It is my city, my city of adventure, and like a good mistress, I can’t
imagine my life without her.”
—Pious Pete, Guide and Famous Personage
283615965.001.png 283615965.002.png
Chapter One:
Characters can take a number of diferent paths in the City of Adventure: his section looks at some of those options and lays out routes
for heroes to follow them. his chapter takes a look at alterations to the character generation rules for heroes adventuring in Freeport.
Character Concepts
Alchemist: Either one who works with mundane devices or a
practitioner of magic who wields the true art.
Magician: A wizard or mage, a true scholar of the arcane arts, always
interested in collecting new lore (one way or another).
Assassin: A stealthy and secretive killer for hire; a true devote of the
“art” of assassination, always in demand
in certain circles of Freeport.
“I don’t care about your past, mate; I care about
yer future. If’n you can hoist a sail, swab the
decks, and avoid cuttin’ the throats of other
crewmen, yer hired.”
—Captain Morgan Bauman, Pirate
Mercenary: A sell-sword for hire, ighting at the behest of various
clients or serving as an armed guard for
those able to aford it.
Barbarian: Usually a warrior f rom a
foreign land with a savage ethos and the
strength and skill at arms to survive.
Mummer: One of the various performers
found in the city: actors, dancers, jugglers,
singers, and so forth, all willing to do a
little extra from time to time in exchange
for some coin.
Cultist: A follower (and perhaps even
leader) of one of the many cults in the
shadows of Freeport, one with true
supernatural power.
Musketeer: A warrior specializing in the
relatively new alchemical irearms made and used in Freeport.
Dabbler: Someone who dabbles in the arcane, but supplements it
with mundane skills.
Mystic: An innate adept awakened to arcane or divinely granted
powers and learning to control and master them.
Duelist: Elegant specialist in one-on-one ighting, particularly
with swords. Duelists often serve as professional dispute settlers
in Freeport.
Pirate: A crewman, oicer, or even captain of a pirate ship, raiding
other vessels for loot on the high seas, inding a haven in Freeport.
Priest: One of the many sworn servants of the gods of Freeport,
wielding divine power in the god’s name.
Fence: A specialist in stolen goods: acquiring, appraising, and selling
them to the highest bidder for a tidy proit.
Templar: Templars are warriors devoted to the service of a particular
religion, church, or temple.
Grifter: A con artist who preys on the gullible and the unsuspecting
for proit, on those occasions when there are any such people to be
found in Freeport.
hief: A professional—and reasonably successful—thief in a city full
of amateurs, ranging from second story burglars to cutpurses.
Character Generation
1) Race
Players can play a variety of character races, each with its own speciic
strengths and weaknesses. Take a look through the Races of Freeport
in this chapter and pick a race. Once you’ve made your choice, you
can’t change it later.
2) Traits
his section works as normal, except as noted below.
Alchemy: Used to create alchemical devices, as detailed in Chapter
3: Forbidden Lore.
Arcana: his knowledge ofers information about magical matters
including things relating to adepts, supernatural powers, and
supernatural beings.
Battle: his knowledge relects a talent with techniques and strategies
for disposing and maneuvering forces in combat.
Craft: he ability to make objects or perform a trade. Each craft is a
separate skill. Example crafts include blacksmithing, forgery, cooking,
carpentry, and gemcutting.
he Piloting skill would be highly unusual, since there are few devices
that would qualify as aircraft in the world of Freeport (except perhaps
for the occasional magical creation of an adept or the like); the most
common lying conveyance is some sort of aerial creature, which
requires the Riding skill rather than Piloting.
Geography: his skill describes knowledge of where things are, maps,
and how to use them.
History: his specialty deals with studies of the past, particularly
famous events and people.
Certain Knowledge skills are useful in Freeport. As usual, each is a
unique skill. Note there is no Knowledge (Freeport) skill. For denizens
of the city this is covered by Common Knowledge.
3
Chapter One:
Characters
Characters
283615965.003.png
3) Edges & Hindrances
his remains unchanged except for one important note. For 1 point you
can gain an extra 100 lords (gold coins), not $500 as in Savage Worlds .
4) Gear
Starting money and gear prices can be found in Chapter 2: Equipment .
hese notes replace those found in the Savage Worlds rules.
Races of Freeport
he most appropriate backgrounds for use in Freeport are racial
backgrounds. hese are packages of ability adjustments, and bonus
skills and feats. While these are mechanical modiiers at heart, they
can and do inform many of the roleplaying choices about your
character, guiding you in decisions about your character’s personality,
motivations, and appearance.
Humans
Freeport is in many ways a human city. Humans founded it and
humans are the most numerous of people in the city. hey occupy the
highest levels of government, have the most seats on the Captains’
Council, make up the majority of the Watch and are the dominant
people in Freeport’s militia—the Sea Lord’s Guard. In Freeport’s
long history, no one who was not human has ever held the post of
Sea Lord. All the judges in the Old City are human, and most of the
biggest businesses are human-held. Despite their apparent mastery
of the city, human Freeporters are mostly tolerant of other races and
cultures. hey welcome travelers from all over the world, regardless
of their skin color, racial heritage, culture, or any other characteristic
that might set the visitors apart from those around them. It is this
welcoming (or perhaps indiferent) attitude that makes Freeport such
an attractive place to live.
Nobility: his skill describes knowledge of important rulers and noble
families or houses.
Religion: his knowledge represents an understanding of religious
beliefs, practices, churches, and deities.
character ind themselves moving along quickly, but amazingly, many
stay, opening businesses or hiring themselves out as mercenaries,
guards, or adventurers.
Racial Edges and Hindrances
Low Light Vision: Dwarven eyes are accustomed to the dark
of the underearth. hey ignore attack penalties for Dim and
Dark lighting.
Slow: Dwarves have a Pace of 5”.
Tough: Dwarves are stout and tough. hey start with a d6
Vigor instead of a d4.
Elves
Elves have few reasons to settle in this city and so there are few here.
hose elves that do make the journey to Freeport may be merchants,
adventurers, or diplomats from some other nation. Some elves are
corsairs, sailing the seas and plundering Continental ships like other
sea dogs of Freeport. Most elves living in Freeport are attracted to its
liveliness, its loose societal structures, and the freedom that Freeport
ofers to those who come here. While they may disagree with the
ignorance and violence and terrible odors wafting up from the Docks,
many ind a way to set aside their misgivings and embrace the wild
and raucous nature of the city.
Freeporters may be predominantly human, but they are certainly
not all alike. Humanity comes in many shapes, sizes, colors, and
nationalities, and Freeport often seems like home to them all. here
is no typical Freeporter in terms of appearance or language, though
many have learned to speak enough of the most common dialects
to get along.
Humans do tend to gather according to their native cultures. Many of
Freeport’s districts can be broken into smaller ethnic neighborhoods,
with people of a shared homeland gather together out of a need for
familiarity, comfort and shared values. his is often expressed by the
exotic smells wafting from their homes, but also by their architectural
choices, their language, and sometimes their appearance.
Elves from the Continent are split into three groups: high elves, sea
elves, and wood elves. All elves have the Agile and Low Light Vision
Edges, with others varying by type.
Racial Edges and Hindrances
Agile: Elves are graceful and agile. hey start with a d6 in
Agility instead of a d4.
Low Light Vision: he character’s eyes amplify light like a cat,
allowing him to see in the dark. He ignores attack penalties
for Dim and Dark lighting.
Lost Heritage (High Elves): High elves have become quite
familiar with more modern technology, embracing inventions
like irearms. hey have, however, lost much of their rural
heritage. When in the wilderness they sufer a -1 penalty to
Stealth, Survival, and Tracking rolls.
Coastal Heritage (Sea Elves): Sea elves are at home both on
and in the water. hey start the game with a d6 in Boating
and Swimming.
All humbs (Wood Elves): he rural wood elves have an
inbred dislike of mechanical objects, and thus have the All
humbs Hindrance. hey shun most mechanical or items of
any design.
Gnomes
Where dwarves and elves are unusual, gnomes are far more common,
even having one of their own on the Captains’ Council. Freeport
appeals to their adventuring sensibilities. As natural entertainers and
tricksters, they ind the action here much to their liking. Gnomes
live in the Docks, Scurvytown, and the Eastern District, but they can
4
Racial Edges and Hindrances
Versatile: Humans are a versatile crowd. hey begin the game
with either a free Edge or two extra skill points. hey must
meet all the requirements for the Edge.
Dwarves
Famous for having little love for the sea, one might think Freeport
to be free from these stout peoples, but nothing is further from the
truth. Dwarves have never been common in the city, but there are
plenty of immigrants who have chosen this maritime city to start
their lives anew. Such migrations are not without their troubles.
Freeport is nothing like what a dwarf is accustomed to; it is ilthy,
smelly, and lacks the comforting ceiling that deines most dwarves’
lives. Dwarves who settle here must also come to terms with the large
orc and goblinoid population that are allowed to walk the streets with
impunity. hose dwarves who cannot stomach Freeport’s unusual
Nature: his skill encompasses information about lora, fauna, natural
hazards, and similar subjects about the natural world.
Zgłoś jeśli naruszono regulamin