Savage Worlds - Sundered Skies - Player's Guide

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    S

    UN ERE

    S

    KIES

    SUNDEREDSKIES

    2008 Triple Ace Games. Sundered Skies and all related marks and logos are trademarks ofTriple Ace Games, Smiling Jack, Savage Worlds are trademarks of Pinnacle Entertainment Group.

    Used by Permission. All Rights Reserved.

    Permission is granted to print this book for personal use only.

    This game references the Savage Worlds game system, available from Pinnacle Entertainment Group at www.peginc.com. SavageWorlds and all associated logos and trademarks are copyrights of Pinnacle Entertainment Group. Used with permission. Pinnacle makes

    no representation or warranty as to the quality, viability, or suitability for purpose of this product.

    WRITTENBYDAVEBLEWER

    ADDITIONALMATERIALBYKEVINL ANDERSON,

    PAULWIGGY WADE-WILLIAMS,ANDSIMONLUCAS

    EDITEDBYJENNYBLEWER, PIOTRKORYS, ANDSIMONLUCAS

    GRAPHICDESIGN& TYPESETTINGBYROBINELLIOTT

    PROOFREADINGBYJASONYOUNGANDPAULWIGGY WADE-WILLIAMS

    Interior Art By:by Nicola Cardiff, Julie Dillon, Simon Fella, Slawomir Maniak,

    Daniel Rudnicki, Veronica Jones, Cheyenne Wright

    Cover Art By:Daniel Rudnicki

    Cover Design By:Robin Elliott

    Cartography By:Cheyenne Wright

    Playtesters:Kevin L. Anderson, Jenny Blewer, Brian French, Brad Guyer, Paul Keeble,Piotr Korys, Michal Kuzniacki, Lee Langston, Ross Lewis, Dave Lloyd, Radoslaw Miodek, Eli

    Moreland, Colin Patworth, Marian Plaszczyca, Abraham Sadafi, Joe Sargent, Matthew Scott, SimonScott, Snowy, Sarah Steward, Ian Sutton, Dan Tunbridge, Gavin Watts, Maggie Wade-Williams,

    Paul Wiggy Wade-Williams, Maciej Ziebicki

    Special thanks to:Dave Blewer (Snr.), Jenny Blewer, Steve Benton, Dave Grubman Bezio,Markus Derfinsterling Finster, Marc Hameleers, Bob Harding, Gerald Harding, Shane Hensley,Mauler, Rich Mitchell, Mike Montesa, Randy Mosiondz, Eric Nieudian, Skathros, Brent Wolke and

    Dave Wood. Thanks Chaps!

    Additional thanks to:Frank Uchmanowicz & Jim Searcy

    Dedication:To my own three little wildlings, Rhiannon, Jordan, and Molly.Special Dedication: This book wouldnt have been half so much fun to write without the supportand encouragement of my gaming group, Kevin Anderson, Paul Keeble, Dave Lloyd, Matthew Scott,

    Simon Scott, Sarah Steward, Dan Tunbridge, and Gavin Watts.

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    ONT NTS

    CONTENTSTHE SUNDERED SKIESTHE SUNDERED SKIES......................................................33

    CHARACTERSCHARACTERS..................................................................................77

    Making Characters ................................. ...9Races ......................................................10Hindrances .............................................15Edges ......................................................16

    GEARGEAR...........................................................................................................2...277

    Trading ...................................................28Skyships ..................................................34

    MAGIC RELIGIONMAGIC & RELIGION..........................................................3399

    Religion in the Skies ............................ ...39Other Gods .............................................44New Spells ..............................................46

    SETTING RULESSETTING RULES........................................................................5511

    Glowmadness ...................................... ...51Skyship Rules .........................................52Repairs ....................................................54Docking with Islands..............................54Crew .......................................................54Travel & Encounters ............................ ...55

    GAZETTEERGAZETTEER......................................................................................5577

    A WORLD IN HELLA WORLD IN HELL................................................................6633

    ISLANDS OF THE SKIESISLANDS OF THE SKIES................................................6677

    Aria .........................................................68

    Bridgeways .............................................68Dragons Spine .................................... ...69Heartland ...............................................70Freedom Isle ..........................................71Shadowhaven .........................................72Star Crater Isle........................................73The Ice Isles ...........................................73The Draining Sea ................................. ...73Canopy ...................................................74Meeting Place .........................................75The Lower Reaches ............................ ...76Deepsky Citadel .....................................76

    Mount Ore ..............................................77Plenty ......................................................77The Shattered City..................................77The Void .................................................78

    ADVENTURESADVENTURES..............................................................................7799

    Adventure ...............................................80Employment ........................................ ...82Trade ......................................................84Crime ......................................................86

    Salvage ....................................................88Complications ..................................... ...92

    SAVAGE TALESSAVAGE TALES..............................................................................9933

    Scavenger Hunt ................................... ...93A Dragons Rage .................................. ...96Orcbane ..................................................99The Iron Citadel ................................ ...100The Mad God .......................................105The Damned Dwarf ..............................107Savior of the Elves ................................107A Call to Battle .....................................108The Heart .............................................110Within A Blood Red Sky .....................................114The Festival ..........................................114

    The Diseased Dead ..............................114The Phantom Isle .................................115Murder Most Foul ................................116The Bloody Temple ..............................118Requiem ...............................................119Bad Business ..................................... ...119Weapon Run ...................................... ...120The Ship Snare .................................. ...120The Unnamed ......................................121The Shepherd .................................... ...122The Dwarven Mother ...................................123Brotherly Love ................................... ...123Behemoths ...........................................124Haunted! ..............................................124The Bait ...............................................125The Treasure Horde ...................................126Fire Upon The Deep .....................................126Landfall .................................................127A Heros Wraith ................................. ...127The Courier ....................................... ...128The Hunger ....................................... ...128Gladiators .......................................... ...130The Delivery .........................................131Dragons Sons ......................................131Doubles ............................................. ...132

    Civil War ...............................................133Council Games .................................. ...134Festivals Tear .................................... ...135

    CHARACTERS CREATURESCHARACTERS & CREATURES...................131377

    Salvage ..................................................137Heroes and Villains ..............................168Character Sheet ................................. ...173Ship/Ally Sheet .....................................174Index ....................................................175

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    The Sundered Skies began when anotherworld died.

    Millennia ago, a terrible cataclysm shattereda world. What remained was an unknownnumber of islands floating in a fathomless

    void. Millions perished in the Sundering, andhundreds of thousands more died duringthe chaos that followed. Despite the horrorsof these times, the races of elf, dwarf, man,orc, and drakinaided by mostly benevolentgodssurvived and flourished in this strangenew world.

    Now, skyships fly between islands, allowingtrade, travel, exploration, and the salvaging ofartifacts and material from the pre-Sunderingage. Skyship crews face dangerous weather,pirates, and more, while scavengers of ancientruins often face the undead and other, darkercreatures. The churches of the Skies bringtogether worshippers to pay homage to thegods. The powerful and bureaucratic TradeCouncil enforces a sky-wide peace, turninga blind eye to several small, clandestinewars continuing in the shadows. Meanwhile,mysterious and arcane secret societies hatchtheir baleful plans.

    Sundered Skies is still a dangerous place.

    THE ISL NDSTHE ISLANDS

    Islands range in size from those barelylarge enough for a single tower to a sizewhere they can support several cities. In theinland regions of larger islands, there is oftenno evidence you are standing on a lump ofrock floating in an endless void.

    Why the islands float and how they orbitone anothersometimes moving againstthe strong wind currents that whip between

    themis open to conjecture. Many put itdown to the gods. Others claim there is amagically-active mineral within the islandsthat keeps them aloft. Most do not questionthe mysteries of their world and simply geton with their lives.

    Very rarely, it has been known for an islandto fall and either crash into a lower island ordisappear into the depths of the void. Thisterrifying phenomenon is called landfall.Sometimes the inhabitants of an island getsome warning, such as tremors or smallerlandfalls, before the cataclysm. More oftenthey do not.

    Collisions with other islands can alsohappen. Seventy years ago, the city of Spirewas destroyed in a catastrophic collision witha previously unknown isle, killing thousands.

    A group of sorcerers surviving the disasterfounded a paranoid guild of astronomers,The Sons of Spire. Now they scour the voidlooking for rogue islands, anxious to preventdisaster.

    The vast empty spaces between islandsare plagued with winds that can blow atextraordinary speeds. The inhabited islandsare those spared these destructive winds,but many an isle can be found that has beenscoured clean, leaving nothing more thanwind-eroded bedrock. A permanent twister,

    called a vortex, forms where predominantairstreams meet, creating a navigationalhazard strong enough to tear islands apart.

    Unknown forces prevent ships from flyingover islands unless they travel at least a mileabove it. A ship may approach an islandsedge, but for reasons not fully understood,they are unable to sail closer without alsosailing higher.

    THESUN ERE SKIESTHESUNDEREDSKIES

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    SUN ERE SKIESSUNDERED SKIES

    THE VOIDTHE VOID & GLOWMADNESSGLOWMADNESS

    A vast void fills the spaces between theislands. Wicked winds blow through the void,sometimes at hurricane strength, propellingsailed ships at incredible speeds. Even so,travelers often see nothing for days on end,such are the distances between islands.

    The void is bathed in a constant glow oforange light, which comes straight downfrom above at every point and place. Thereis no night in the Skies. This glow has twoalarming properties. Firstly, sentient human-oid creatures cast no shadows. Structures,trees, and even islands cast shadows as usual,but humans, dwarves, and members of otherraces do not.

    Far worse, though, prolonged exposureto the glowsometimes called voidlightdrives a humanoid glowmad. This creeping,degenerative affliction causes rage anduncontrollable aggression, and if uncheckedchanges the individual into a bestial, hate-filled savage. Though victims of glowmadnesscannot be restored to normality by any known

    method, for reasons unknown, animals andnon-humanoid sentient creatures, such asdragons, are immune to glowmadness.

    Each individual can withstand a differentperiod of exposure before succumbing to

    glowmadness. Most spend their sleep cyclesout of the direct voidglow, as any exposurecarries a slight risk. Those unable to findshelter must seek alternate protection,and experienced travelers carry a piece ofheavy canvas to avoid the glows maddeningembraces.

    Ship voyages are very hazardous, then, ascrew members must expose themselves to thedanger in order to complete their journey.

    SKYSHIPSSKYSHIPS

    Different races favor skyships of differentdesigns. Dwarven ships are often metal cladsteamers, loaded with cannon. Elvish shipshave an organic look, and are grown ratherthan built, with sail-like canopies of leavesthat catch the winds. Drakin ships are builtto resemble and honor their dragon kin,and are often propelled by a pair of hugewings. Orcish ships are large galleys, rowedby goblin slaves. Humans build sailing shipsfor the most part, though some use steamers,

    galleys, or hybrid designs.Skyships navigate their way through the

    void using mysterious scrying devices calledwayspheresheavy crystal globes filled withmagically charged water with a flint-tippedarrow suspended at their center. Wayspheresare attuned to a ship as part of her launchingceremony.

    A navigator must handle rock or dirt fromthe island to which he wishes to travel nomore than thirteen hours before attuning thesphere. Then all he need do is concentrate

    on the chosen destination and the arrowpoints the way.

    Navigator halls are found in every portand contain earth from all known islands.A nominal fee (typically 10 cogs) allows anhours access to the hall. Many captains keepsamples from every island they have visitedto reduce costs.

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    THE SUN ERE SKIESTHE SUNDERED SKIES

    THE TRADE COUNCILTHE TRADE COUNCIL

    Trade is the life-blood of the SunderedSkies. No island is self-sufficient and all relyon imported materials. Three hundred yearsago, a series of wars raged across the void

    over resources and trade conflicts.Slowly, after over 100 years, the wars finally

    stuttered to a close and truces were called aspeople tried to understand what had driventhem to such madness. Powerful figuresin the political, religious, and commercialarenasled by the Battlelords warprieststook steps to ensure a similar tragedy mustnever be allowed to happen again.

    The Trade Council was born.

    Island jealously guards their sovereignty.

    Each ruler is able to pass laws and edictswithout input or intervention from otherislands. The Trade Council does not getinvolved unless an islands laws or actionsaffect trade or threaten the general peace. Insuch cases, the decrees of the Council takeprecedenceand it calls upon the militia ofevery island, as well as its own military might,to enforce its decisions.

    Each island sends one representative tothe Council meetings at its headquarters

    in Shadowhaven. In theory, this means richislands, such as Heartland, have no moreinfluence than any other isle. In reality, richerislands drive the Trade Council policies totheir advantage. However, they have to treadcarefully lest a coalition of smaller islandsdefeat them. The balance is delicate.

    Much of the Trade Councils work is inorganizing food and water transports toremote islands, bankrolling wayfinders, whosurvey and map the void, and arbitratingtrade disputes.

    Many, mostly the rich, consider the TradeCouncil to be an overwhelming success.They point to hundreds of years of sky-widepeacechoosing to overlook the manysilent wars and constant sabotage thatcontinues uncheckedand so justify theirendless bureaucratic debates and filibusters,all the while lining their own pockets.

    FOOD WATERFOOD & WATER

    The void is teeming with life. Huge flocksof bird-like creatures called skylers roam theSkies, seldom sighting land. Strange, edible,rootless plants, which draw sustenancefrom the air, are blown wherever the windmay take them. The Skies are vast, and eventhough life is present in abundance, findingand harvesting enough to feed an islandrequires constant effort.

    Most islands maintain fleets of trawlersthat constantly sail the Skies, nets deployedfor miles behind them to collect food. Suchtrawling is dangerousships disappear intothe void never to be seen again, the victimsof pirates, predators, or other dangersbuttheir role is a vital part of life in the Skies.

    Most ships traveling through the voiddeploy nets. These usually collect enoughfoodstuffs to feed the crew. Should such aship collect a surplus, the crew can generallyfind a willing buyer at the next port.

    Most islands support the trawlers catchesby cultivating edible fungi on underislesislets constantly in the shade of the mainislandand harvesting whatever plants oranimals their climate supports. Islandersare brutally pragmatic and underisles oftenalso serve as burial grounds. Nothing goes towaste in the Sundered Skies.

    Thirst is a constant problem in the Skies.Very few islands have any standing water andlakes are not fed by springs or undergroundstreams, but only by rainfall. Arid islandsare forced to bolster their meager rainfallwith water imported from more fortunateislands.

    Hundreds of leagues above the highestinhabited island floats the Draining Seathelargest known landmass. Explorers haveyet to map it all. The island is covered by amassive glacier, which constantly splinters,

    spilling ice into the void. The ice thaws asit descends through warmer bands, fallingas snow or rain on the islands below. Strongair currents in the higher altitudes bringoccasional rainfall to even the most remoteislands.

    Several orc tribes force slaves and convictsto mine ice from the Draining Sea, ferrying itaway, and selling it to islands in need.

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    SUN ERE SKIESSUNDERED SKIES

    CLIM TECLIMATE

    Although the Skies seem boundless, thereare laws of altitude. The altitude an islandoccupies dictates its climate. Those islandsfound at the higher altitudes are frigid

    tundra, desolate steppes, or icy mountains.Those found in the lower reaches are wind-swept deserts, rainforests, dank swamps,or even active volcano ranges. Most heavilypopulated islands are between these twoextremes, in the temperate band.

    Nobody has ever discovered the limitsof the Sundered Skiesif any exist. Sail askyship too far above the Draining Sea andthe air becomes thin and freezing. Even thestrongest ships hull becomes caked in iceand splits, spilling its crew into the void. Sail

    too deep and the air warms, wood smolders,and iron glows cherry red. The ship mustretreat from the depths or burst into flame.The dwarven citadel, Deepsky, is as deep as aship can safely go.

    COMMUNIC TIONCOMMUNICATION

    The distances between inhabited islandscan be vast, with many relying on songprieststo bring them news. Trade Council skyshipsare expected to share information freely onislands they visit in their travels, though other

    captains often charge a small fee.If a message has to be delivered quickly,

    the Couriers Guild is usually used. Guildmessengers are clever, resourceful, and oftenmasters of disguise, not to mention able tomemorize even the most complex message.

    Each messenger is magically bonded to anever-burning candle at the guild headquarters,through which a guild diviner can discernthe messengers physical and mental condi-tion. When the messenger dies, the candlegoes out and can never be re-lit. Rumor hasit the guild masters can even end the life ofa messenger prematurely by snuffing out thecandle.

    Sensitive or illegal messages are usuallypassed through private couriers, however,and there is good money to be made bythose providing such services. Everything hasa price in the Sundered Skies.

    The Trade Council was founded uponthree standing instructions.

    1. No island may maintain astanding army. Only the Trade

    Council is allowed to maintain apermanent military.

    Although this law is technically observedby all islands, many maintain a civilianmilitia, and some of those forces are wellequipped and trained, forming armies inprinciple, if not in name.

    Many islands also have perpetual con-tracts with mercenary bands to provideservices to the island. For example, theelven Oakthorn Company, which guardsthe Willow Queen on Heartland, have

    been under contract since their inceptionmore than 300 years ago.

    2. Only Council registered Sky-ships may service a trade route.

    The Council takes 5% of each cargo asa service fee. This law makes the TradeCouncil the richest organization in theSkies, as the skylanes are busy and everyoccupied island has been declared a traderoute to or from somewhere. Many shipcaptains resent this tax and have taken tosmuggling or even piracy. Unregistered

    ships discovered trading are seized andpressed into Council service.

    3. Any island or Guild foundguilty of waging war on anotherisland is embargoed for one year.

    Council warships enforce all embargoes,and any ship that tries to break through isseized or destroyed. Despite this law, manyislands and guilds wage clandestine wars,acting through mercenaries engaged insabotage, assassination, or outright attacks.The largest so-called silent war raging today

    is the Ale War, a trade dispute betweendwarven, orc, and human breweries.

    The Council is aware of the silent wars,but as long as they dont threaten to halttrade or cause a large loss of life the Councilignores them. It has been more than 60 yearssince the last Council-decreed embargo.

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    Making heroes for Sundered Skies is aseasy as creating characters for any SavageWorlds game. Detailed below are a numberof common character types inhabiting theSkies. Your character doesnt have to be one

    of these individuals, of course. Feel free tocreate your own cool character concepts.

    Bounty Hunter: Every glowmad has abounty on his head. Hunting glowmad isa dangerous business howeverthey areferocious, canny opponentsand bountyhunters sometimes elect to supplement theirincome doing less dangerous work, likehunting pirates, or scavenging.

    Chosen: Drakin dragon priests who showthe correct aptitude and dedication to one

    day ascend to dragonhood are called theChosen. Chosen are often sent out into theSkies to learn as much about their world aspossible, or elect to follow the life of theadventurer in order to satisfy their curiosity.

    Common Folk: Some of the greatestheroes in the Sundered Skies started out astrawler crew or blacksmiths. They did notpursue glory, riches, and fame, but wereinstead forced upon the path of the hero bycircumstance or tragedy.

    Double: Open conflict is illegal in theSkiesthe violent emotions involved rousesuspicions of glowmadness in those whofight. Doubles represent others in duels andare less prone to glowmadness during theduel since they are not emotionally involved.Typically, these duels are to first blood, butcombat to the death can be arranged if theparties are willing to pay enough.

    Boughbreaker: Not all elves agree withthe enslavement of wildlings. Indeed, someactively work to end it, smuggling wildlingsoff Heartland. These boughbreakers leaddangerous double lives on Heartland, risking

    deathor worseshould they be discovered,while others roam the Skies masqueradingas adventurers, ready to thwart shepherdswherever they can.

    Engineer: Engineers worship the Artificerand create magical artifacts. Some engineersmake their home on a single island, wherethey adopt the positions of communityleaders and priests. Most wander the Skies,helping where they can, finding adventureduring their travels.

    Explorer: The Sundered Skies are vast and

    largely unexplored. Some brave souls havededicated their lives to exploring the void,hoping to discover riches and wonders.

    Ex-Oakthorn: Feared elven mercenariesfamed for their bonded, thorn firing armor.Some have been cast out or have becomedisillusioned with their old companions,and now wander the Skies looking for a newcause or master.

    Ex-Shepherd: Shepherds are much-despised elven wardens and controllers of

    wildling slaves. Their ability to cow wildlingsinto submission is vital to the elvish economy.Shepherds are sent out into the Skies to trackand hunt wildlings who have managed toescape. Occasionally a shepherds eyes areopened by his experiences in the Skies, andhe begins to view wildlings as more than justprey. Some of these shepherds even go as faras to joining the boughbreakers.

    H R TERSCHARACTERS

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    SUN ERE SKIESSUNDERED SKIES

    Hunter:With food scarce in the Skies, manymake a living hunting the various creaturesfound in the void. (The meat from a behemothcan feed a small island for weeks.) Hunters areoften the first to discover new ruins.

    Mercenary: Many mercenary companiesoffer their arms to factions in the Silent Warsthat rage across the Skies. Some warriorshave dreams of forming a famous companyof their own. Mercenaries know the art ofwar and expect to get paid to fight.

    Noble: Most aristocrats children neverexpect to inherit their parents positions insociety, as older siblings gain all the status andresponsibility. Instead, they lead a fecklesslife of privilege, decadence, and boredom.Many of these second sons and daughtersrun away to prove themselves. Some have

    become renowned scavengers, mercenaries,or adventurers.

    Pirate:Where there are those who are will-ing to work hard to better themselves, thereare others who wish to rob, steal, and cheattheir way to an easy life. Most pirates aregood sky sailors, but some islands are large

    enough to support a determined bunch ofbandits or cutthroats who terrorize and preyon communities.

    Scavenger: The Skies are teeming withruins from the days before the Sundering,most notably in the Shattered City. Thosewho are willing to brave these trap-filled,monster-haunted places are sometimes ableto recover precious metals and wonders fromlong ago. Scavengers have been known touncover mother lodes of valuable equipmentduring their expeditions. On the other hand,many are never seen again.

    Sky Sailor: Some islanders feel the pullof the void and simply must travel to seethe Skies, while others see an opportunityfor profit and respect. Whatever the reason,many in the Sundered Skies become skysailors, and help bring much needed food,goods, and gossip to the islands.

    Songpriest: Wandering songpriests arethe prime source of news and informationfor most islanders. A skilled songpriest canoften get a berth on a ship for free, and rarelyhas to pay for rooms and board at an inn.Songpriests also serve a vital role on boardship entertaining the crew, staving off thereal dangers of boredom.

    Sorcerer: Magic is all-pervasive in the

    Skies. Some have learned to command andshape this magic, bending and even breakingthe rules of reality. Such talented islandersare commonly known as sorcerers, and arefeared or respected depending on whetherthey abuse their powers or put them to gooduse.

    Wandering Priest: Some priests becomecommunity leaders, living their lives on asingle island, setting pious examples for itsinhabitants. Others choose the life of thewanderer, traveling where their faith leads,righting wrongs, and easing the suffering ofothers.

    Wildling Fugitive: Wildlings who haveescaped slavery lead the life of a vagabond.They must always be on the move, constantlyaware a shepherd may catch up with them atany time. Despite this (or perhaps because ofit), they have a delight for life witnessed infew other races.

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    H R TERSCHARACTERS

    Making haractersMaking Characters

    Once you have decided what kind of heroyou want to play, its time to figure out yourcharacters statistics. Youll find a character

    sheet designed for this setting both in theback of this book and at www.peginc.com.

    11) RACERACE

    First choose your heros race. The availableraces ofSundered Skies, a brief description oftheir culture, their benefits, and the rules forplaying them are presented, starting on page10. Read through them and choose a race.

    Its a good idea to read over all the races.Your hero should have a working knowledge

    of the other people of the Skies and the waysin which they interact.

    2 TRAITS2) TRAITS

    Now its time to choose your charactersattributes and skills. Unless your racialdescription says otherwise, your characterstarts with a d4 in each of his five attributes:Agility, Smarts, Spirit, Strength and Vigor. Youthen have 5 points to distribute among themas you choose. Raising an attribute a die typecosts you 1 point, and you may not raise anattribute above d12.

    Next, you have 15 points to buy skills(unless your racial description says other-wise). It costs 1 point to buy a skill at d4 and1 point to raise a skill by a die type as itsno higher than the attribute its linked to. Itcosts 2 points per die type to raise a skill overits linked attribute.

    All the usual skills are available to you inSundered Skies, except Piloting, Riding, andSwimming. Characters who take an ArcaneBackground may also purchase the corre-sponding arcane skill. Those available areMagic, Miracles, and Weird Science.

    SECONDARY STATISTICSSECONDARY STATISTICSCharisma is a measure of your heros

    likability, and is added to Persuasion andStreetwise rolls. Your Charisma modifier is+0 unless changed by Edges or Hindrances.

    Pace is equal to 6, unless changed byEdges or Hindrances.

    Parryis equal to 2 plus half your Fightingdie type. Edges, Hindrances, and some typesof equipment can modify your Parry score.

    Toughness is equal to 2 plus half yourVigor. Edges, Hindrances, and wearing armorcan modify your Toughness.

    3 SPECIAL ABILITIES3) SPECIAL ABILITIES

    Now decide if you want your hero tohave any Hindrances. If so, you may use thepoints you earn from them to gain one of thebenefits below. You may choose one MajorHindrance (worth 2 points) and up to two

    Minor Hindrances (worth 1 point each).For 2 Hindrance points you can:

    Raise an attribute one die type Choose an Edge

    For 1 Hindrance point you can:

    Gain another skill point. Gain an additional 500 cogs.

    4 GEAR4) GEAR

    A hero starts with the clothes on her back

    and 500 cogs. Youll want to spend somenow on armor, weapons, and whatever othergear you want, and youll need some cash forday-to-day expenses. Theres a list of basicgear on page 29.

    5 BACKGROUND5) BACKGROUND

    Finish up your character by filling out herbackground. Think a bit about which islandshe comes from, who her parents were, andwhat may have happened to her before she

    embarked upon her adventuring career.You dont have to go into a lot of detail

    (unless you want to, of course), but a wellthought-out background gives your characterdepth. Having some kind of background alsohelps the GM to make compelling stories,weaving your characters history into thefabric ofSundered Skies.

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    SUN ERE SKIESSUNDERED SKIES

    acesRaces

    There are seven races available to yourcharacter. Each has its own strengths andweaknesses, so read through and choose a

    race that interests you.

    DR KINDRAKIN

    Drakin worship and serve the dragons ofthe Sundered Skies.

    Dwelling mainly on a long, narrow islandcalled Dragons Spine, Drakin carve theirhomes in the very bedrock of the island,although a small portion stands aboveground. These upper levels are decoratedwith carvings and statues dedicated to thedrakins dragon rulers.

    Drakin allow the other races of the Skiesaccess to only one city on Dragons Spine,known as the Foreign Quarter. Though quietand friendly to the other races, drakin guardtheir privacyand some say their hiddenwealthclosely.

    Hatchlings are taught the lore of theirdragon lords, learning their triumphs anddefeats. Elders take those with high aptitudeinto hidden temples, where they become

    one of the Chosen. Chosen who show greatskill, wisdom, and luck have the potential tobecome dragons themselves.

    The transformation from drakin to dragonis long. Most non-drakin in the SunderedSkies are unaware of any direct link betweenthe two races, and consider those rare drakinwho do exhibit enhanced draconic featuresand abilities to be drakin nobles.

    Many drakin choose to venture out intothe Skies to find their place in the world.Elderly drakin frown upon this wanderlust,often forgetting their own youthful follies.

    Slight of build, drakin rarely stand tallerthan four feet high. Their hairless, scaly skinvaries greatly in color from white throughdeep red to a metallic bronze or gold. Drakinlive between 80 and 100 years. Those fewwho undergo the transformation to dragonslive much, much longer.

    R CI L EDGES ND HINDR NCESRACIAL EDGES AND HINDRANCES

    Arcane Senses:Drakin can detect super-natural persons, objects, or effects withinsight. This includes invisible foes, enchant-ments on people or items, weird sciencedevices, and so on. Drakin find this taxingand must succeed on a Spirit roll at 2 orsuffer a level of Fatigue, which is removedafter an hours rest.

    Dragonkin: Drakin have the blood ofdragons coursing through their veins. If theychoose the Arcane Background (Magic) Edgethey start with 15 Power Points.

    Small: Drakin are only about 4 tall. Theirsmall size subtracts 1 from their Toughness.

    DW RVESDWARVES

    Technology is the domain of the dwarves.Dwarven craftsmen, engineers and minersproduce the finest goods in the Skies, fromcommunities, called darkhomes. The mostfamous is Mount Ore, a vast mountain richin metal.

    The heart of the dwarven race is DeepskyCitadel, located somewhere in the depths ofthe lower reaches. Deepsky is hard to find,for its earth is only found at the navigatorhall of Mount Ore. The Citadel is home toKing Bloodaxes court and The Factory (theholiest of Artificer temples, and the godsavatar in the Skies).

    All dwarves venerate the Artificer, Lord ofInvention. Deepsky houses the god itself, andmost dwarves there have spoken to it directlyat least once in their long lives.

    A pragmatic race, dwarves are physicallysuited to hard labor and war-craft. Thosefew dwarves who study magic almost alwaysfollow the elemental tradition, favoring spellsthat manifest as fire, steam and heat.

    King Bloodaxe tries to maintain cordialrelations with most other races of the Skies.The dwarves distrust the elves in general,but are not alone in doing so. Occasionally,ancient disputes with orcs also flare up.

    Dwarves are stocky, rarely over 5 feet high.They have ruddy skin and dark hair andbeards. Almost every male dwarf sports abeard and takes great pride in it. They are

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    H R TERSCHARACTERS

    very longlived, often exceeding 250 years ofage. Unfortunately, the birth rate has declinedalarmingly over the last few centuries, and thenurseries of Deepsky are currently empty.

    Each dwarven clan claims to be the master

    of its craft, such as blacksmithing, carpentry,stonemasonry, or brewing, and clans withsimilar crafts compete aggressively. Dwarvenclan ties are very strong.

    Clan elders traditionally grant each dwarftheir name, and dwarven names are reuseddown through the generations.

    R CI L EDGES ND HINDR NCESRACIAL EDGES AND HINDRANCES

    Clan Trained: Regardless of profession,all dwarves are taught the craft of their clan.Dwarves begin the game with a free d6 in

    Knowledge (Craft) skill of their choice.Low Light Vision:Dwarven eyes are used

    to the gloom of their darkhomes. They ignorepenalties for Dim and Dark lighting.

    Loyal:A clannish people, dwarves displaystrong bonds of friendship to other membersof their race and those they call friend.

    Slow: Dwarves have a Pace of 5.

    Tough: Dwarves are stout and tough. Theystart with d6 Vigor instead of d4.

    ELVESELVES

    Most Elves live on the isle of Heartland,the largest known inhabited landmass. Theycultivate the lush deciduous forests, whichboth provide for and hide their communities.Elves grow their dwellings from the boughsof trees, using a magic known only to thehighest ranked leafwardens.

    Elves worship the Wild, believing thatthe island of Heartland is its avatar. A greattree known as the Leaflord (and seen as amanifestation of the Wilds power) standsin the center of the isle, surrounded by theroyal Willow Courtthe seat of the reclusiveWillow Queen.

    Nestled between the Leaflords roots is theFleshforge, the main temple to the Wild. Herethe elves create their slave races, the wildlingsand the ferals. Wildlings are used for menial

    tasks, while the feralslarger, less intelligentand more savage creaturesbecome guardsor are set free to patrol Heartlands forests.

    Heartland exports timber and foodstuffs,often offering substantial discounts. Few

    islands take them up this offer, however, asthe discounts come with strings attached inthe form of elven missionaries who cultivategroves of Heartland trees. These, it is claimed,allow the Wild to take root. This makes manynervous, for the Wild is widely feared.

    Most elves consider the wildlings and feralsto be little more than property, believing theycan be used and disposed of as needed. Thisattitude is generally reviled by other races,who are genuinely horrified at the conditionsunder which the wildlings are forced to live

    and die.In the last four hundred years an elven

    resistance known as the Order of the Raven,or the boughbreakers, has arisen. They workin secret to free wildlings from slavery andoverturn the monarchy of the Willow Queen.Each boughbreakers rebellious zeal wasawakened by dreams of a ghostly raven-topped staff floating in the Fleshforge. Thesource of these dreams is unknown.

    Oakthorn mercenaries provide the majority

    of the Willow Queens forces. These fear-some warriors are famous for their bondedironwood swords and thorn-firing woodenarmor. The Oakthorn, alongside the bestialferals and powerful leafwardens, provide theelves with the most powerful standing armyin the Skies. Theoretically, the Trade Councilcan muster a greater force, but this has neverbeen put to the test.

    Elven economic and military power hascowed many in the Trade Council, allowingthem to effectively seize control of Freedom

    Isle (see page 60), or the Glowborn Project,as their priests refer to it.

    Elves are taller than the average human,usually standing over 6 tall, and are alwaysthin and gangly. Their hair is usually brown,black or even green, with green tinged skin,and each displays one of eight different plantheritages. Elves live more than 300 years.

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    R CI L EDGES ND HINDR NCESRACIAL EDGES AND HINDRANCES

    Agile: Elves are graceful and agile. They

    start with a d6 in Agility instead of a d4.

    All Thumbs:Elves have an inbred dislike

    of mechanical objects and thus have the AllThumbs Hindrance.

    Plant heritage: Elves are part plant andmust pick one of the following heritages:

    Bark skin: The elf s skin is bark-like, giving+1 Armor.

    Blood rose: The hands of an elf with thisheritage are covered in dormant blood roses,

    which may bloom and absorb blood from

    an Incapacitated foe. This process takes tenminutes, kills the victim, and immediately

    heals one of the elfs woundshowever heis uncomfortably bloated and suffers a level

    of Fatigue for one hour.

    Ivy crawl: His skin is covered in grasping ivy

    tendrils that aid climbing attempts. He gainsthe Wall Walker ability (see theSavage Worlds

    rules).

    Nettle touch: His fingers are coveredin stingers similar to the barbs found on anettle. With a successful bare handed touchattack (+2 to Fighting), the target must makea successful Vigor roll or suffer one level ofFatiguethis can lead the victim to becomeExhausted, but not Incapacitated.

    Perfume: The sweetest perfume surroundsthe elf, improving his Charisma by +2.

    Spores: The elf s skin may shoot out sporesin a Medium Burst Template centered onthe character. All those caught in the blastmust make a Vigor roll or suffer one level ofFatigue. The elf must make a Spirit check orbe left Shaken after making a spore attack.

    Thorns: The characters flesh is covered

    in thorns. He may make an unarmed meleeattack dealing Str+d4 damage and gains +2on Grapple rolls.

    Willow Shadow: An elf with this heritagecasts a weeping willow shadow. Any whospend at least an hour in his company(including the elf himself) gain +2 on anyrolls to resist glowmadness that day.

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    GLOWBORNGLOWBORN

    Two hundred years ago, a badly abusedgoblin was abandoned and succumbed toGlowmadness. Instead of a rager, however,it became a tall, well-formed humanoid. Thegoblin origin was obvious, but he was moreintelligent, and stronger. He dubbed himselfglowborn. The glowborn have appearedwith more frequency over the years, thougha rager is still the most common result ofglowmadness in goblins.

    The majority of glowborn live on FreedomIsle, which was designated as the glowbornhomeland by the Trade Council after theybegan appearing in great numbers. However,many resent living under the rule of the elvesand have left to seek their fortunes.

    Glowborn are a new race, with no clearlydefined culture or character. They formgroups of affiliation, rather than familymostare not born to a mother, after all. Glowbornloyalty to their chosen friends and familyis legendaryglowborn crew lay down theirlives for one another.

    The glowborn are often religious, usuallyturning to the Lifemother or the Battlelord togive thanks.

    Most glowborn dislike orcs and elves: thechief practitioners of slavery. Dwarves and

    humans are viewed with mild distrust, forthey once kept goblin slaves. Glowborn areambivalent toward the drakin, uncertain howto react to the drakins worship of dragonsrather than true gods. Wildlings and (ofcourse) goblins are seen as kindred spirits.

    Glowborn can reach six foot in height,though their goblin origin shows in theirfangs and the occasional wart. They usuallylive between 50 and 80 years.

    R CI L EDGES ND HINDR NCESRACIAL EDGES AND HINDRANCES

    Bonus Edge: Glowborn start play withone free Edge of their choice. The hero mustmeet the requirements of the Edge as usual.

    Jaded: Glowborn can still remember theirprevious lives as goblins, and so start thegame with a d6 in Guts.

    Loyal: Glowborn form incredibly strongattachments to those they consider family.

    HUM NSHUMANS

    Humans are the most numerous racein the Skiesthey are able to adapt to anyclimate and terrain, and live on most isles.

    Shadowhaven, home to the Trade Council,has the largest human population of any isle,though Plenty comes a close second.

    Humans exhibit the best and worst traitsof other races. They can be as inventive asdwarves, but also just as stubborn. They havethe capacity to be as graceful or zealous aselves, as aggressive or single-minded as orcs,and as insular or curious as drakin.

    Every religion in the Skies has humanworshippers. There are even those whoworship the Alpha and the Wildalthough

    they receive no arcane benefit from doingso. Nearly every human is religious to somedegree, though not all are prepared to admitto their devotion.

    Humans maintain cordial relations withthe other races. There is occasionally frictionfrom trading disputes or misunderstandingsregarding language or etiquette, but theseare usually quickly forgotten. The majority ofisland representatives on the Trade Councilare human, which helps smooth things over.

    Humans are generally dark haired with

    coffee-colored skin. They rarely live longerthan 70 years.

    R CI L EDGES ND HINDR NCESRACIAL EDGES AND HINDRANCES

    Bonus Edge: Humans start play with onefree Edge of their choice. The character mustmeet the requirements of the Edge as usual.

    Adaptable: Humans start play with 17 skillpoints rather than 15.

    ORCSORCS

    Orcs were once the scourge of the Skies.Raiding from war-raftsvillages built fromgroups of tethered together skyshipstheyranged across the Skies, seeking out theweak and unprotected. No island was safefrom attack. Orcs have since changed theirways and live in something resembling peacewith the other races.

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    Not everyone has forgotten, however. Manyelves and dwarves lived through the raids,and occasionally a small group of orcs turnto raiding, reminding all of their history.

    Most orcs have retreated to the upper alti-

    tudes. Although mainly nomadic, they oftencongregate on the largest of their rafts, whichhas come to be called The Meeting Place.Some orc families, however, have settled onthe Ice Isles, where they conduct a thrivingbusiness mining the Draining Sea and sellingthe ice to lower, water-deprived isles.

    All orcs worship the Battlelord. His battlelust appeals greatly to their appreciation ofboth mayhem and honor. It was the Battlelordwho commanded them to end their raidinglifestyle and settle into a more harmonious

    existence with the other races. Nonetheless,all orcs consider themselves warriors first andforemost, and favor large melee weapons,crude crossbows, and heavy armor.

    Orcs are more than six feet tall, have skinof mottled greens and browns, and displayprominent incisors jutting between their lips.Their hair is always black with a slight greentinge. Orcs are powerfully built; even theirrunts can best most humans in a wrestlingmatch. Orcs live 70-90 years.

    R CI L EDGES ND HINDR NCESRACIAL EDGES AND HINDRANCES

    Big:Orcs are a large race. They typicallystand between 6 6 and 7 tall and havestrong, thick bodies. They gain a +1 bonusto Toughness but cannot wear clothing orarmor built for the smaller races.

    Fearsome: Orcs have a bad reputation.They start with a free d6 in Intimidation

    Outsider:Most orcs are considered to bepirates and brigands by common folk andsuffer 2 to their Charisma when dealing

    with non-orcs.Strong:Orcs are muscular. They start with

    a d6 in Strength.

    Stupid: Orcs arent the most intelligentof races. It costs 2 points per die type toraise their Smarts during character creation.During play, they may only increase theirSmarts every other Rank.

    WILDLINGSWILDLINGS

    Wildlings are created by the Wild in theFleshforge. Formed from the souls and bodiesof animals into small humanoids, their faces

    and bodies reflect their ancestry. Wildlings haveno memory of their forging and are taught whatthey need to know by other wildlings.

    Wildlings are badly treated by most elves:they are retained if they are entertaining oruseful, but casually disposed of when theirusefulness ends. The life of a captive wildlingis usually harsh and short.

    An elvish secret society, known as theboughbreakers, smuggles as many wildlingsas possible to freedom. Once off Heartlandwildlings, who have probably never been

    outside the shadowed depths of the forest,discover they have one singular advantageover all other races. They do not suffer fromglowmadness.

    Elves do not give up their property easily,however. Wildlings caught trying to escapetheir bonds are immediately put down.Those who do successfully escape mustspend their entire lives as fugitives, in fearof shepherdsremorseless bounty hunterswho scour the Skies for wildlings who havefled.

    Most free wildlings live life on the run,often becoming adventurers and scavengersto survive. There are a few small wildling set-tlements on remote islands, such as Canopy,where more militant wildlings plan a savagerevenge on their former captors. Wildlingsare created sterile, so these communities areshort-lived.

    Wildlings await the appearance of theAlpha, their prophesied savior, who will leadthem to freedom. His possible existence isdismissed by elves, but his priests wield divinemagic, and some are starting to exhibit otherpowers. Many believe the manifestation ofthe Alpha is nigh.

    Wildlings are about 3 feet tall, and covered inscales, fur, or feathers, as befits their heritage.They have fully formed fingers and toes, andare all bipedal. Wildlings can live as long as 50years, though few die of old age.

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    RACIAL EDGES AND HINDRANCESRACIAL EDGES AND HINDRANCES

    Determined: Wildlings start with a d6Spirit instead of a d4.

    Fleshforged: Wildlings were created inthe Fleshforge. Each wildling character must

    choose an animal from the table below, fromwhich they were forged, and then gainsthe corresponding ability or abilities, andthe Hindrance (if any). The chosen animalalso dictates the wildlings part animal, parthumanoid appearance.

    Fugitive: All free wildling characters areescaped slaves and so are hunted relentlesslyby elven shepherds.

    Glowmad Immunity: Wildlings are allimmune to glowmadness. They do not castshadows.

    Small: Wildlings are only about 3 tall.Their small size reduces the charactersToughness by 1.

    ANIMAL TABLEANIMAL TABLE

    Animal Bestowed Ability

    Ant ............... Start with d6 StrengthBadger ......... BerserkBat ............... Alertness

    Cat ...............Start with d6 Agility; +2Climbing; Curious

    Chameleon .. +2 StealthDeer ............. Fleet-FootedFox ............... +2 to Smarts TricksFrog..............Leap 1d6+2 as an actionLizard ........... Fast HealerMagpie ......... +2 Lockpicking (includes

    picking pockets)Mongoose .... QuickMule ............. BrawnyRabbit ..........Dodge; Minor Pacifist

    Rat ................ Start with d6 VigorRaven ........... Start with d6 SmartsSnake ........... First StrikeSongbird ...... +2 CharismaSpider ..........Wall Walker (see Monstrous

    Abilities inSavage Worlds)Tortoise ........ +2 Armor; Slow (4 Pace,

    d4 running die)

    indr ncesHindrances

    The Doubting Thomas Hindrance is notappropriate for the world ofSundered Skies,where magic and mystery are commonplace.

    In addition, dwarf and wildling charactersmay not choose the Young Hindrance.

    BLOODTHIRSTY AND MEANBLOODTHIRSTY AND MEANAnyone who exhibits Bloodthirsty or Mean

    tendencies is viewed with suspicion as theyare similar to early signs of glowmadness.

    The Charisma penalty for each of thesehindrances is increased by 1 to 5 and 3,respectively.

    CLAUSTROPHOBIA MINOR/MAJOR)CLAUSTROPHOBIA (MINOR/MAJOR)In addition to the rules in the Savage

    Worlds rulebook, a character suffering fromclaustrophobia is reluctant to spend timeindoors, even at the risk of glowmadness.

    Those with minor claustrophobia suffer a1 on daily rolls to resist glowmadness. Themajor version of the hindrance increases thispenalty to 2. A blanket penalty is much easierthan keeping track of how long a characterspends in and out of doors during the day.

    GLOW BLIND MINOR)GLOW BLIND (MINOR)Some characters are adversely affected by

    the distance distorting effects of voidglow.Range penalties are increased by 1 whenused out of doors.

    GLOWMAD SUSCEPTIBLE MINOR)GLOWMAD SUSCEPTIBLE (MINOR)The character is unusually susceptible to

    glowmadness. Glowmadness rolls are madeat 2 (see page 51). The hero also suffers a2 penalty to Spirit rolls to resist boredom(see page 55).

    GOD CURSED MAJOR)GOD CURSED (MAJOR)Your past actions have offended one of the

    gods of the Skies. Any beneficial spells castupon you by the gods priests automaticallyfail. Harmful spells cast by the gods priestsdo an extra +2 damage to you. Opposedspells cast by the priest also gain a +2 bonuswhen you are opposing them.

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    gesEdges

    Several standard Edges fromSavage Worldsfunction slightly differently in Sundered

    Skies.The differences are listed along with

    the new Edges in the following listing.

    B CKGROUND EDGESBACKGROUND EDGES

    RC NE B CKGROUNDARCANE BACKGROUND

    Characters may take Magic, Miracles, orWeird Science as an Arcane Background. Ifthey choose Miracles, they follow one of thegods of the Skies. If the hero chooses WeirdScience they must worship the Artificer.

    For more on Arcane Backgrounds, see the

    Magic and Religion chapter, beginning onpage 39.

    BERSERKBERSERK

    This Edge is only available to war priestsand wildlings with the appropriate animalheritage. The ability to enter berserk rages isviewed as a gift from the Battlelord, and isrespected rather than feared.

    CHOSENCHOSEN

    Requirements: Novice, Drakin, Smartsd6+, Spirit d8+, Knowledge (Arcana) d4+,Knowledge (History) d6+

    Your drakin is one of the Chosena poten-tial dragon. He is knowledgeable about thehistory of the drakin and dragons, and hastaken the first steps on the path leading toascension into dragonhood. Drakin Chosenare distinctly different to others of their race.Their scales are more polished, and of abrighter hue. They also have non-functioningwings.

    The hero gains +2 to any dragon- or

    drakin-related Common Knowledge rolls.

    GLOWM D RESIST NTGLOWMAD RESISTANT

    Requirements:Novice

    Your character is resistant to going glow-mad and adds +2 to glowmadness rolls (seepage 51). She also gains a +2 bonus to Spiritrolls to resist boredom (see page 55).

    NOBLENOBLE

    This works the same way as in the mainrules, but can only be taken by human,drakin, or dwarf characters.

    O KTHORN RMOROAKTHORN ARMORRequirements:Novice, Elf

    Your hero once belonged to the Oakthornmercenary unit, and still retain your bondedarmor. It provides +3 Armor and weighs 15pounds. You cannot remove the armor, butcan sleep in it without discomfort. The Oak-thorn have a bad reputation, giving you a 2penalty to Charisma.

    The armor may fire a volley of thorns ata foe using your Shooting skill (2/4/8, 2d6damage; ROF 1). The armor has 3 Power

    Points for this purpose, and each volley uses1 Power Point. These recharge normally (asthe thorns grow back), and are affected byRapid Recharge. A character with his ownPower Points cannot use them on volleys.

    COMB T EDGESCOMBAT EDGES

    BE STLINGBEASTLING

    Requirements: Seasoned, Wildling

    Your hero has awakened an inner power,

    and transforms permanently into a larger,more powerful battle ready form.

    The character grows to the size of a human,losing the Small Hindrance (as well as theToughness penalty). The teeth and clawshave also grown proportionately, becomingnatural weapons that inflict Str+d4 damage.Other than size, the wildlings appearanceremains unchanged.

    DR GON MIGHTDRAGON MIGHT

    Requirements: Novice, Chosen, Strengthd8+, Fighting d8+

    The characters potential dragonhoodmanifests itself as razor sharp claws andteeth. These count as natural weapons incombat and cause Str+d6 damage.

    The drakin has grown to the size of ahumanso losing the Small Hindrance andthe Toughness penalty.

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    DR GON HIDEDRAGON HIDE

    Requirements: Seasoned, Dragon Might,Vigor d8+

    The drakins skin becomes an armored,scaly hide, giving +2 natural Armor. This

    bonus does not stack with any armor thecharacter wears.

    DR GON T ILDRAGON TAIL

    Requirements: Seasoned, Dragon Might,Agility d8+

    As the heros progression toward dragon-hood continues, he grows a long, heavy tail.This helps him maintain balance and can alsobe used to knock foes down. He gains a +2bonus to all Agility rolls involving an element

    of balance, and a +2 bonus to Agility-basedTricks. His Size increases by an additional+1.

    DR GON WINGSDRAGON WINGS

    Requirements: Veteran, Dragon Might,either Dragon Hide or Dragon Tail, Agilityd10+

    The drakins wings are now able to bearhis weight, allowing him to fly at twice hisregular Pace with a Climb of one-quarter his

    Pace (rounded down). His Size increases byanother +1.

    DR GON BRE THDRAGON BREATH

    Requirements: Veteran, Dragon Might,and one from Dragon Hide, Dragon Tail orDragon Wings, Spirit d10+, Vigor d10+

    The Chosen has developed the dragonsmost terrible weaponits fiery breath. Shecan breathe fire by making a Spirit roll andusing the Cone Template. Everyone within

    this cone may make an Agility roll at 2 toavoid the attack. Those who fail suffer 2d6damage and must check to see if they catchfire (see Hazards in Savage Worlds).

    The drakin cannot take any other actionin the round she breathes fire, although shemay move as normal. If she rolls a 1 on herSpirit die, she becomes Shaken.

    DR GON FE RDRAGON FEAR

    Requirements: Heroic, Dragon Might,and twofrom Dragon Breath, Dragon Hide,Dragon Tail, or Dragon Wings, Spirit d10+,

    Intimidation d10+

    The character is approaching the finaltransformation into a dragon, and his veryappearance can cause an enemy to freeze infear.

    As an action, the Chosen can cause allnon-drakin within a Large Burst template,centered on himself, to make a Guts rollor roll on the Fright Table. The drakinsCharisma modifier (positive or negative)

    becomes a negative modifier to the Guts roll,and a positive modifier on the Fright Tableroll.

    GLOW GLIMPSEGLOW GLIMPSE

    Requirements: Seasoned, cannot be awildling, non-Chosen drakin, provider, orsongpriest, Intimidation d8+

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    Some are able to embrace the glow and useit to their advantage. These slightly insanefolks are able to give their foes glimpses oftheir glowmad form.

    As an action, the hero may make an Intimi-dation roll opposed by the Guts of a singletarget within line of sight. On a success, thevictim must roll on the Fright Table. If thehero makes further checks against the targetduring the same encounter, the victim gains acumulative +1 bonus to their Guts roll frombecoming jaded.

    Heroes taking this Edge gain a permanentlevel of glowmadness and are consideredIrritated (seepage 51)at all times, with allthe penalties it entails.

    GLOW FORMGLOW FORM

    Requirements: Heroic, Glow Glimpse

    The hero permanently takes on certaincharacteristics of his glowmad form. Orcs andglowborn gain a +2 Size bonus (which alsoadds to Toughness), while other races gain+2 Armor, as detailed under their glowmadform (see page 52).

    Heroes taking this Edge gain a secondpermanent level of glowmadness and areconsidered Angry (see page 51)at all times,with all the penalties it entails.

    LE DERSHIP EDGESLEADERSHIP EDGES

    SKY COMM NDERSKY COMMANDER

    Requirements: Veteran, Smarts d8+,Boating d10+, Intimidation d8+, Command,must be sole Captain of the vessel when theEdge is used.

    Crews who serve under skilled leaders add+2 to their Boating rolls.

    POWER EDGESPOWER EDGES

    SOUL DR INSOUL DRAIN

    This Edge works as normal, but is onlyavailable to sorcerers and leafwardens, whomay replace the Knowledge (Arcana) require-ment with Faith.

    PROFESSION L EDGESPROFESSIONAL EDGES

    CH MPION ND HOLY W RRIORCHAMPION AND HOLY WARRIOR

    These Edges affect undead, demons, and

    priests as normal. Songpriests who take thesetwo edges can also affect the glowmad.

    COURIERCOURIER

    Requirements: Novice, Connections,Streetwise d8+, Investigation d6+

    Couriers have traveled the length andbreadth of the Skies, delivering messages andpackages at the behest of the Couriers Guild,building up extensive networks of contactsamong the merchants of all the major isles.

    Gear sought by Couriers is classed as one

    Rarity Level lower than listed. The courieralso adds +2 to all rolls having to do withbuying, selling, and finding goods and gearin the Skies. They can stay free of charge atNavigator Halls, where free healing, food andwater is also provided.

    Couriers can expect to be contracted bythe Guild at the most inopportune momentsto deliver a message to some far off island.

    IRON TITHEIRON TITHE

    Requirements: Novice, Arcane Back-ground (Miracles), Spirit d8+, Faith d6+,Priest of Artificer

    The Factorythe greatest temple of theArtificermanufactures many of the toolsand weapons used throughout the Skies.Much of the raw material is imported fromHeartland, Timber and Mount Ore, but someis magically received via ritualized sacrifice.

    A steampriest who burns salvage whileintoning a prayer to his god magicallytransports the salvage to the factory, whereit materializes in one of the warehouses. Inreturn his Power Point pool is replenished by1 point for every 100 cogs worth of salvagesacrificed.

    LE F BLESSEDLEAF BLESSED

    Requirements: Novice, Arcane Back-grounds (Miracles), Spirit d8+, Faith d6+,priest of Wild.

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    The Wild blesses the most pious and ableof its followers with additional power. ThisEdge grants Leafwardens with one extra PlantHeritage (see page 12).

    Leaf Blessed may be selected more than

    once, but only once per Rank.

    LIFEMOTHERS KISSLIFEMOTHERS KISS

    Requirements: Novice, Arcane Back-ground (Miracles), Spirit d8+, Faith d6+,priest of Lifemother

    Skilled Providers can control and directthe flow of fluids through the body, whichallows them to heal any Fatigue the targethas suffered.

    The Provider must touch and concentrate

    on the injured party for ten minutes for eachlevel of Fatigue, and spend 1 Power Point perlevel.

    MUSKETEERMUSKETEER

    Requirements: Novice, Shooting d8+

    Those who have been trained in the use ofa firearm, whether by island militia or servicein a mercenary unit, have drilled for manyhours and know how to fire and reload theirweapons quickly.

    Those with the Musketeer Edge can reloada black powder weapon in a single round.The hero must follow all other restrictions forreloading and firing his weapon as normal.

    PE CE MONGERPEACE MONGER

    Requirements: Novice, Arcane Back-ground (Miracles), Spirit d8+, Faith d6+,Persuasion d6+, priest of Battle Lord.

    While war priests are justifiably famousfor their prowess in battle, many forget they

    have another, more important, role in theSkieslimiting and preventing conflict.

    Peace Mongers gain a +2 on Persuasionrolls. Furthermore, their Persuasion attemptaffects all within their Spirit die in inches.A roll of 1 on the Persuasion die does notdecrease a targets attitude. This Edge doesnot effect undead, demons, or glowmad.

    SC VENGERSCAVENGER

    Requirements: Novice, Agility d8+,Notice d6+, Luck

    Scavengers are those adventurers whomake a successful living at raiding ruins for

    much-needed metal and other relics. Theseruins are dangerous places; explorers notonly have to deal with traps and guardians,but also the ever-present danger of buildingcollapse. The most successful adventurershave to be observant, agile, and lucky.

    Scavengers gain a +2 bonus to Notice rollsin a ruin and +10% to their chances of find-ing a relic.

    SONGPRIESTSONGPRIEST

    Requirements: Novice, Arcane Back-ground (Miracles), Spirit d8+, Faith d6+,Priest of Festival

    Songpriests access the knowledge of theSongvaults through their Muse, gaining +2to Common Knowledge, Knowledge (Leg-ends and Lore), and Persuasion rolls.

    Songpriests can also maintain one spell byreciting poetry, singing, or playing an instru-ment. Maintaining the spell costs no Power

    Points and the spell lasts as long as the priestperforms, regardless of its normal duration.Maintaining the power counts as an action,and the power can be disrupted as normal.

    UNT MEDUNTAMED

    Requirements: Novice, Wildling; ArcaneBackground (Miracles), Spirit d8+, Faithd6+; priest of Alpha

    As an action, an untamed can change herfleshforged animal ability by choosing from

    the list on page 15and making a Spirit roll at4. With a success, the character can choosea new fleshforged form (along with the newpower and any associated Hindrance), butloses the old one.

    Her physiology changes to match hernew animal origin, though any wildling whoknows her can still recognize her.

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    WE PON W RDEDWEAPON WARDED

    Requirements: Novice, Arcane Back-ground (Miracles), Spirit d8+, Faith d6+,priest of Battlelord.

    The Battlelord rewards his most faithful

    priests with weapon wardsthe priestspiousness turns aside the warded weapon.The priest gains +4 Toughness against onevery specific type of manufactured weapon,such as cannonballs, daggers, spears, longswords, and such like.

    This Edge can be selected more than once,but only once per Rank. A different weaponmust be chosen for the ward each time.

    WIND SEEKERWIND SEEKER

    Requirements: Seasoned, Arcane Back-

    ground (Miracles), Spirit d8+, Faith d6+,Knowledge (Winds) d6+, priest of the Ladyof the Winds.

    Pious windpriests are able to bless any sailpowered ship upon which they travel, speed-ing the vessel to its destination.

    Increase the ships Handling by +1, andAcceleration and Top Speed by 25%.

    SOCI L EDGESSOCIAL EDGES

    REPUT TIONREPUTATION

    Requirements:Veteran

    As a result of his deeds (be they good orbad) the hero has earned a reputation acrossthe Skies.

    He may add his Charisma to all Intimi-dation rolls. A negative score is treated aspositive for this purpose (and the hero has abad reputation).

    LEGEND RY EDGESLEGENDARY EDGES

    DR GONKINDDRAGONKIND

    Requirements: Legendary, DragonBreath, Dragon Fear, Dragon Hide, DragonTail, Dragon Wings, Strength d10+

    The final stage of the transformation iscomplete, and the hero becomes a dragon.

    The drakin characters hide thickens toprovide +4 Armor; claw and bite damageincreases to Str+d8; Size increases by another+1 (as does Toughness); damage for fierybreath increases to 2d10. In addition, the

    hero also gains four steps of Strength. (Eachstep over d12 adds +1, so d12+1, d12+2,and so on.)

    The newly-born dragon is immune toglowmadness, having left her humanoid formcompletely behind.

    DR GON GROWTHDRAGON GROWTH

    Requirements: Legendary, Dragonkind

    Dragons continue to grow after they havetransformed, sometimes even becoming the

    size of the enormous creatures of legend.A drakin character may take this Edge more

    than oncethe dragon gains an additional+1 to its Size (and Toughness) each timethe Edge is taken. In addition, it increases itsFlying Pace by +4 and Climb by +1.

    When a dragon reaches Size +4, it isconsidered Large. At Size +6, the dragonalso gains the tail lash ability (see page 143),but it loses its Agility bonus for having a tailand the bonus to Tricks. Once the dragon

    reaches Size +8, it is considered Huge. Oncethe dragon reaches Size +9, it is consideredGargantuan.

    GLOW SHIELDEDGLOW SHIELDED

    Requirements:Wild Card, Legendary

    In recognition of the heros great deeds,the gods themselves choose to expend aportion of their power in order to shieldthis legendary character from the horrors ofGlowmadness.

    The hero never transforms into one of theGlowmad, nor can he ever gain any levelsof Glowmadness. However if he has theEdges Glow Form and Glow Glimpse, he stillretains the benefits from those Edges. If thecharacter goes on to take these Edges sometime in the future he only gains the beneficialproperties.

    SUN ERE SKIESSUNDERED SKIES

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    I dont care that we once served thesame mistress, the only way you are

    getting to those wildlings is through me! ELVEN EX OAKTHORNELVEN EX-OAKTHORN

    Attributes:Agility d6, Smarts d6, Spirit d6,Strength d8, Vigor d6Skills:Fighting d8, Guts d6, Intimidation d6,Notice d8, Shooting d6, Stealth d4, Taunt d4Charisma:2; Pace:6; Parry:6; Toughness:8(3)Hindrances:All Thumbs, Death Wish, GodCursed, Wanted

    Edges: Agile, Oakthorn Armor, Plant Heritage

    (Willow Shadow)

    Gear: Oakthorn armor (+3, 2/4/8, 2d6, 15lbs),

    ironwood sword (Str+d8, 1 lesser blessing

    Alpha, 6lbs), loft oil, backpack (2lbs), sleeping

    Canvas (5lbs), waterskin (1lb), 30 cogs

    BACKGROUNDBACKGROUND

    Once a fanatical member of the Oakthorn,content to follow orders, you gave no thoughtto the morality of your actions. Everythingwas to the glory of Heartland, the WillowQueen, and ultimately The Wild.

    Then the dreams started.

    Every sleep cycle was disturbed by visionsof the Fleshforge. Half seen figures strug-

    gled pitifully within fleshy cocoons, theirdesperate cries echoing in your dreams. Araven-topped staff stood in the center of thechamber.

    These dreams unlocked a door in yourmind. You became sympathetic to boththe wildlings plight, and the boughbreak-ers goals. Everything came to a head, in askirmish with a group of boughbreakers.Switching sides, you slew a fellow Oakthorn.You fled from Heartland at once.

    Since this betrayal, the Wild has cursedyou: beneficial spells cast by leafpriests haveno effect and their malicious spells are morepotent. Rather than bring you back into thefold, you have sworn allegiance to the bough-breakers: you will never cease trying to bringdown the Willow Queen and everything shestands for.

    H R TERSCHARACTERS

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    Come on you miserabledogs, fight! Fight like you

    never have before

    ORCISH W RPRIESTORCISH WARPRIEST

    Attributes:Agility d6, Smarts d4, Spirit d6,Strength d10, Vigor d6

    Skills:Faith d8, Fighting d10, Guts d6,Intimidation d6, Notice d4, Shooting d6

    Charisma:9; Pace:6;Parry:6;Toughness:9(3)

    Hindrances:Bloodthirsty, Glow Blind,Outsider, Stupid, Ugly

    Edges:Arcane Background (Miracles), Big,Fearsome, Rich, Strong

    Gear: Bronze breastplate (+3, 15lbs),bronze greaves (+3, 8lbs), bronze vambraces(+3, 3lbs), silver greatsword (Str+d10, Parry1, requires 2 hands, degradable, 6lbs),headbanger (4/8/16, Str+d4, Small BurstTemplate, 3lbs), 2 headbanger skulls (8lbs),sleeping canvas (5lbs), whetstone (1lb),waterskin (1lb), 10 cogs.

    Powers: 10 Power Points, battle lust, smite

    B CKGROUNDBACKGROUND

    People believe priests should be kindly,spiritual souls guiding their flock towardenlightenmentyou arent that kind ofpriest.

    Your father, an infamous war raft captain,was captured and executed not long afteryour birth. You were an angry child, oftensequestered, as you showed early signs ofglowmadness. Eventually, your frequentrages came to the notice of the warpriests inThe Call. They saw your outbursts for whatthey werethe call of the Battlelord.

    You were taken into the priesthood as aninitiate. Initially you fought the training, butcame to realize the truth. You possess a shardof your gods rage, a shard you use to protect

    your friends.

    SUN ERE SKIESSUNDERED SKIES

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    H R TERSCHARACTERS

    WILDLING SC VENGERWILDLING SCAVENGER

    Attributes:Agility d8, Smarts d6, Spirit d8,Strength d8, Vigor d6

    Skills: Climbing d6, Fighting d8, Guts d6,Healing d4, Lockpicking d4, Notice d6,Shooting d8, Streetwise d4

    Charisma:1; Pace:6; Parry:6; Toughness:5(1)

    Hindrances: Clueless, Curious, Fugitive,Habit (fastidiously clean), Illiterate, Small

    Edges: Determined, Fleshforged (Cat; +2 toClimbing), Glowmad Immunity, Luck, Scav-enger

    Gear: Leather (+1, 10lbs), flintlock pistol

    (5/10/20, 2d6+1, 2 actions to reload, 3lb),Stone dagger (Str+d4, degrades 2lb), crow-bar (2lbs), hammer (1lb), 15 rounds of shotw/powder (2lbs)

    B CKGROUNDBACKGROUND

    You dont remember your birthbutthen, no wildlings do. Your first memorieswere of being put to work building a homeoakby a cruel shepherd. This hard, back-breakingwork continued for a few weeks, and thenyou were collected along with a dozen other

    wildlings and delivered to a holding pen.Neither you, nor any of your fellow cap-

    tives, knew what awaitedbut you knew itwasnt good. Wildlings often disappeared,never to be seen again. You waited severalhours huddled together, desperately afraid.

    A boughbreaker strike force rescued youbefore you met your terrible fate. They smug-gled you all off the island and shipped you toCanopy, where they told you all to seek newlives.

    Consumed by curiosity however, you left

    Canopy almost immediately, intent on seeingwhat life was like in the big wide sky. Todayyou scours ruins for salvage, rarely giving anythought to your previous life, or those youleft behind.

    Soon this is going to change.

    I heard another rumor

    about the Iron Citadel. Canyou imagine what it must

    be like to see all that iron inone place?

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    You will never defeat

    me. All I must do isliveyour lifespan is but a

    moment in mine!

    DR KIN CHOSEN SORCERERDRAKIN CHOSEN SORCERER

    Attributes:Agility d4, Smarts d6, Spirit d8,Strength d4, Vigor d8

    Skills:Fighting d4, Guts d6, Investigation d6,Knowledge (Arcana) d6, Knowledge (History)

    d6, Notice d6, Spellcasting d8

    Charisma:0;Pace:6;Parry:5;Toughness:5

    Hindrances:Greedy (Major), Poverty, Small,Vengeful

    Edges: Arcane Background (Magic), ArcaneSenses, Chosen, Dragonkin

    Gear: Staff (Str+d4, +1 Parry, Reach 1,greater blessing, 8lbs), backpack (2lbs),sleeping canvas (5lbs)

    Powers:15 Power Points,armor, bolt, boost/lowertrait

    B CKGROUNDBACKGROUND

    Youve always known you are specialyouare Chosen, a drakin who has the potentialto become a dragon, a tyrant of the skies.From the moment you hatched, you wereimmersed in the lore of his birthright, andprepared for the great destiny that awaitsyou.

    However, all this scholarly instructionand training was threatening to send youinto a torpor, so you fled the DragonSpineunknowingly following the pathyour instructors wished you to, for a dragonmust seek his destiny in the skies. Nothingprepares him better for the long life he hasbefore him.

    During your travels you have discovereda desire within yourself for salvageitemsand relics prized by the peoples of the skies.You look upon them as the start of the greatdragon hoard you will one day gather, and

    jealously guard every new acquisition. Youargue over each new find with others in yourparty, and always try to take the best piecesfor your collection.

    Having left your home isle with nothing,you are determined to grow rich and power-ful on your long journey to dragonhood.

    SUN ERE SKIESSUNDERED SKIES

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    H R TERSCHARACTERS

    GLOWBORN SONGPRIESTGLOWBORN SONGPRIEST

    Attributes:Agility d4, Smarts d6, Spirit d8,Strength d6, Vigor d6

    Skills:Faith d8, Fighting d6, Guts d6, Knowl-edge (Legends and Lore) d6, Persuasion d8,Streetwise d6

    Charisma:+2; Pace:6; Parry:5; Toughness:6(1)

    Hindrances:Claustrophobia (minor), Codeof Honour, Loyal, Pacifist (Minor)

    Edges: Arcane Background (Miracles), Holy

    Warrior, Song Priest

    Gear: Hide (+1, 10lbs), parchment helm (+2,

    6lbs), short sword (Str+d6, greater blessing4lbs), backpack (2lb), sleeping canvas (5lbs),

    waterskin (1lb), 45 cogs

    Powers: 10 Power Points,deflection, healing

    B CKGROUNDBACKGROUND

    You started life a nameless goblin inone of the ice mines on the Draining Sea.Somehow, you ended up stranded on thesurface. You were lucky enough to be foundbefore freezing to death, but it was too late,

    you succumbed to glowmadnessbecominga glowborn.

    You were shipped off to Freedom Isle onthe next available ship, but Freedom didntprove to be the haven you were promised.The elves were too authoritarian for yourtastesthe glowborn had shed the slaveryof their previous lives for a new servitudeunder the velvet heel of the Willow Court.Unable to stomach what was happening onthe isle, you left, seeking fame and fortunein the Skies.

    Traveling to Shadowhaven, you became afull fledged priest at The Choirhall. Now, youtravels the skies, bringing the glory of Festivalto all who will listen.

    We must all laugh andsing in the face of madness,

    for it is our best defenceagainst the Lightbringer!

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    Make peace with yourgods, pirate filth, for your

    lives end here!

    SUN ERE SKIESSUNDERED SKIES

    REFORMED SKY PIR TEREFORMED SKY PIRATE

    Attributes:Agility d8, Smarts d6, Spirit d8,Strength d6, Vigor d6

    Skills: Boating d6, Fighting d8, Guts d8,Intimidation d4, Notice d6, Persuasion d6,Shooting d6, Taunt d6

    Charisma: 0; Pace: 6; Parry: 8; Toughness:6(1)

    Hindrances:Enemy (Minor), Heroic, Loyal

    Edges: Hard to Kill

    Gear: Leather (+1, 10lbs), buckler (+1Parry, 8lbs), dagger (Str+d4, 1lb), rib blade(Str+d4, +1 Parry, degradable, 1lb), back-pack (2lbs), sleeping canvas (5lbs), waterskin(1lbs), 30 cogs

    B CKGROUNDBACKGROUND

    You escaped childhood using a tried andtrue methodyou signed onto a skyship.Unfortunately, your maiden voyage endedwhen the ship was chased down and boardedby pirates. Most of the crew were put todeath, but you were offered the chance tojoin the crew.

    The captaina black hearted rogue by thename of Palmstormtook a liking to you,and taught you the ways of the pirate

    You were horrified by what you learned,and came to hate Palmstorm. You took theonly path your conscience would allow, andled an ill-fated mutiny. The mutineers werecrushed, and you was hung from the shipsyardarm, then thrown into the void, barelyconscious.

    But your luck was on the change. You were

    rescued by a Windpriest taking pilgrims toBridgeways.

    Today you make your way as a scavenger inGateway. You detest pirates with every fiber ofyour beingespecially Palmstorm, who hasrecently resurfaced as the right hand man ofMerkas Gladwing, Gateways lord of crime.

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    Islanders of the Sundered Skies tend tobe a practical bunch. They rate the value ofsomething not by how pretty or rare it is, butby how useful.

    As a result, many goods are expensive

    especially weapons and armor. Metal isrelatively rare and so comes at a premium.You can buy weapons and armor made frominferior materials, to offset this expense.Technology in the Skies is similar to that ofthe medieval period, although firearms andcannon see common use.

    These lists cover most commonly sought-after goods, services, weapons, and armor.

    CURRENCYCURRENCY

    The Trade Council issues a coin called a

    coga thick, iron disc some two inches indiameter. For the most part, only the TradeCouncil, merchant guilds, skyship captains,and adventurers deal directly in cogs.

    Where common tools and armor have tobe fashioned from bone and stone becauseresources are so scarce, economies tend tocenter on barter and exchange rather thancurrency.

    Unless altered by Edges or Hindrances, yourcharacter begins with 500 cogs.

    R RITY OF GOODSRARITY OF GOODS

    In the resource-poor Skies, some items aremuch more difficult to find than others. Thisis reflected by a Rarity Rating for each item.

    The five levels of rarity are Very Common(VC), Common (C), Uncommon (U), Rare(R), and Very Rare (VR).

    BUYING GOODSBUYING GOODS

    A character seeking to buy an item ratedUncommon or higher (other than a sky-ship) must spend one week searching andmake a Streetwise roll to find the item. For

    Very Common and Common items, no rollis required (although the search still takes aweek).

    A successful search locates a number ofitems as indicated by the # Availablecolumnin the table below. Multiply the number ofitems available by 5 when the hero is lookingfor ammunition or other small items (such ascandles or sheets of parchment).

    R RITY T BLERARITY TABLE

    Rarity Streetwise Mod # Available VC Auto success 1d6+6 C Auto success 1d6 U +0 1d3 R 2 1d2 VR 4 1

    If an items Rarity is ever altered to be morerare than VR, simply increase the Streetwisemodifier by 2 for each additional level ofrarity.

    BUYINGBUYING SHIPSSHIPS

    Searching for a skyship requires two weeksand a Streetwise roll, with appropriate Raritymodifiers based on the type of ship beingsought, as listed under ship descriptions (seepages 34 and 35).

    Only one ship can be found in each search,regardless of its rarity.

    G RGEAR

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    SUN ERE SKIESSUNDERED SKIES

    TRADING ANDTRADING AND SALVAGESALVAGE

    Adventurers often find valuable materialsduring their travels. Well-preserved singleitems can be sold at half the listed rate, butcollections of salvage must be sold in bulk.In addition, heroes can buy consignments ofcargo and ship them to islands where theyare sought after, earning themselves a profit.

    Each consignment of cargo takes up 1d6cargo spaces and is worth 500 cogs per space(a salvage consignments value is listed onthe Salvage Table on page 88). It takes a weekto sell a consignment, after which the sellermakes a Streetwise roll. With a success, heearns the base value of the consignment.With a raise, the amount is increased by 50%.If the seller fails the roll, the amount paid is

    only half of the consignments value.Some materials are abundant on certain

    islands (or scarce). The GM has details aboutwhat is readily available on each island (ordesperately needed). Abundant goods sellfor only half the total amount above (afterthe effects of the skill check are applied).Scarce consignments sell for twice theamount. Goods are divided into categories,as follows, along with suggestions as to whatmight fit into each category. The GM shouldroll or choose what a consignment contains

    (all spaces in a consignment are of the sametype for simplicity).

    CONSIGNMENT TYPESCONSIGNMENT TYPES

    d8 Consignment

    1 Agricultural: Magically preservedseeds, earth, agricultural tools.

    2 Building materials: Beams orworked stone that can be reused.

    3 Clothing materials: Cloth, dyes,clothes, needles and thread.

    4 Knowledge: Scrolls, manuscripts,

    tomes, or tablets.5 Metal Salvage: Metal coins, iron

    doors, candlesticks, anvils, nails.6 Shipboard salvage: Sails, rigging,

    wayspheres, oars, rope.7 Weapons and armor:Usable or

    corroded weapons, armor, helmets.8 Wooden: Beams, doors, timber,

    furniture.

    SELLINGSELLING SHIPSSHIPS

    Finding a buyer for a skyship requiresa Streetwise roll. Success means a buyeris found who pays 25% of the ships listedprice. A raise finds a buyer willing to pay 50%

    of the price. This roll may be attempted onceper week.

    Subtract 25% of the amount the buyer willpay for each un-repaired wound or criticalhit the ship has suffered.

    DEGRADABLE WEAPONSDEGRADABLE WEAPONS

    If finances are low or the weaponsmithhas no iron or steel available, your hero mayhave to use a weapon made from some othermaterial. The degradable materials chart onpage 36 lists the possible substances and theeffect they have on a weapons capabilities.

    Degradable weapons are made from a lessdurable substance than iron or steel, suchas bone or bronze. If an attacker using adegradable weapon rolls a 1 on his Fightingdie, regardless of the Wild Die, the weapon isdamaged. Depending on the material, it maybe possible to repair the weapon after suchan accident.

    BRONZE GOLD LEAD AND SILVERBRONZE, GOLD, LEAD, AND SILVER

    Each time a weapon made from one ofthese materials is damaged, it bends slightly,reducing all Fighting, Shooting or Throwingskill rolls by 1 until it is repaired.

    Damaged bronze and silver weapons canbe straightened with brute strength. Eachsuccess and raise on a Strength roll reducesthe penalty, by one.

    Damaged weapons made from gold andlead can only be repaired using a successfulKnowledge (Weaponsmithing) roll.

    BONE STONE AND WOODBONE, STONE, AND WOOD

    Damaged weapons made from naturalmaterials have their normal damage diereduced by one step (so a d6 becomes a d4,for example). If this reduces the modifierbelow d4, the weapon is destroyed. Theseweapons cannot be repaired.

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    G RGEAR

    ear NotesGear Notes

    The following notes provide additionalinformation for selected mundane items.

    MUNDANE ITEMSMUNDANE ITEMS

    Altitude Attire: This is typically heavy,quilted cloaks and boots stuffed with theplumage of the skylers which flock in theUpper Reaches of the Skies. A character cladin such clothes gains a +2 bonus to Vigorrolls made to resist cold weather.

    Candle:Candles provide light in a 2 radiusfor two hours. A candle blows out if the heroholding it runs or is in a strong wind.

    Crowbar: A crowbar can be used to pryopen a stuck door or chest, giving the user a+1 to his Strength roll. It can also be used asa club in combat.

    Grappling hook and line: A grapplinghook is attached to a light line of variablelength (but usually no more than 15 yards).The user throws the hook as if he wereattacking a target. It has a range of 3/6/12. Ifit hits, the hook has set and can hold up to200 pounds of weight.

    Lantern: A lantern provides light in a 4radius for three hours per pint of oil. There isa 50% chance the lantern breaks if dropped,and a 1 in 6 chance that it sets combustiblesalight. (See the Fire rulesinSavage Worlds.)

    Lantern, Bullseye: A Bullseye lanternacts as a regular lantern, but also has a shut-tered reflective hood that can focus the lightthrough a small opening. When used in thisway, it provides a cone of light using the ConeTemplate. There is a 50% chance the lanternbreaks if dropped, and a 1 in 6 chance it setsnormal combustibles alight (see the rules forFire inSavage Worlds).

    Lockpicks: A hero trying to pick a lockwithout tools suffers a 2 penalty to his roll.

    Manacles: Manacles hamper movementand prevent a prisoner from using his handseffectively. A manacled hero has an effectivePace of 1 and suffers a 4 penalty when usingtools or weapons. Manacles can be broken asdescribed in theSavage Worlds rulebook.

    MUNDANE ITEMSMUNDANE ITEMS

    Item Cost Weight Rarity

    Backpack 75 2 C

    Blanket 10 4 VC

    Candle* 2 1 UCrowbar* 15 2 U

    Flask (ceramic) 8 1 C

    Flint and Steel 5 1 VC

    Grappling hook* 200 2 U

    Hammer 15 1 C

    Lantern* 35 3 U

    Lantern, Bullseye* 75 3 U

    Lockpicks* 300 1 R

    Manacles* 150 2 R

    Oil (1 pint)* 3 1 UQuiver (20 arrows) 35 2 C

    Rope (20 yards