
DM Ström |

Hi!
I’m a first time PbP DM aiming to run a Savage Worlds game set in the Beasts and Barbarians campaign setting. I already got three players but I thought I start a recruitment thread here as well in case more want to join. I’m aiming for a party of 3 to 5 players, in first-come-first-served qualification.
Beasts and Barbarians is a Sword and Sorcery fantasy setting with all the right clichés! Power hungry sorcerers, battle hardened mercenaries and strange beasts will cross your path as you make your name in the Dread Sea Dominions. I’m aiming for a sandboxy game with some of the (excellent) published adventures thrown in.
Character creation follows the standard Savage Worlds creation rules with the following exceptions
* Heroes in the Dread Sea Dominions are more skilled than others. Characters start the game at seasoned rank (20 xp).
* All characters are human. There are different cultures though: Imperial, Tricarnean, Cairn Lord, Valk, Ivory Tribesfolk, Jademen and Northlanders.
* 50 moons in starting cash. This will represent the payment you got from your latest job. In the case of starting equipment just pick what you think your character should have (within reason and encumbrance).
The following hindrances are prohibited
* All thumbs - As per the setting rules
* Doubting Thomas - As per the setting rules
* Enemy - While I think it's great if the character has an enemy I'm not confortable having it as a hinderance. A hinderance is something that should be a factor through out the game, and enemies can be dispatched. I don't want to jump through hoops to ensure that an enemy hindrance stays relevant, no matter what the characters do.
* Illiterate - As per the setting rules
* Poverty - As you start the game with the equiment you want (within reason), and being loose with your earnings is a setting trope, this isn't a good hindrance. It's better to take the Quirk hindrance with a "Can't hold on to money" trapping.
The following edges are prohibited
* Adept - As per the setting rules
* MacGyver - As per the setting rules
* Mentalist - As per the setting rules
* Mr. Fix It - As per the setting rules
* Rich and Very rich - Same reasoning as with the poverty hindrance. Better handled through the Noble edge
* Wizard - As per the setting rules
Setting Rules
Blood and guts (able to spend bennies on damage rolls)
Critical Failures (unable to spend a bennie to reroll a critical failure)
Joker’s Wild (everyone gets a bennie whenever a joker is drawn from the action deck)
Multiple languages (know smarts die/2 languages)

Thresh Darkon |

I'd love to play...big fan of Savage Worlds...I don't have Beasts and Barbarians book so used standard rules.
Allow me to present Thresh Darkon, the very model of a barbarian. He's mean, over-confident and has a big mouth. He carries a massive great-ax he calls Bane that he uses with great skill. His only nod to more civilized lands is the chainmail Hauberk that he wears instead of leather.
Original 5 stat points went to bring Agility and Strength to d8 and Vigor to d6. Edge for being human was brawny. Points from hindrances went to Trademark Weapon and to bring Vigor to d8.
15 skill points were spent on Fighting d10 (5 points), Intimidation d8 (5 points), Climb d6 (2 points), Survival d6 (3 points)
Four advances were spent to bring Strength to d10, Fighting to d12, Fleet footed Edge and Frenzy Edge.
Details are shown in Thresh's profile.

DM Ström |

I'd love to play...big fan of Savage Worlds...I don't have Beasts and Barbarians book so used standard rules.
Allow me to present Thresh Darkon, the very model of a barbarian. He's mean, over-confident and has a big mouth. He carries a massive great-ax he calls Bane that he uses with great skill. His only nod to more civilized lands is the chainmail Hauberk that he wears instead of leather.
Original 5 stat points went to bring Agility and Strength to d8 and Vigor to d6. Edge for being human was brawny. Points from hindrances went to Trademark Weapon and to bring Vigor to d8.
15 skill points were spent on Fighting d10 (5 points), Intimidation d8 (5 points), Climb d6 (2 points), Survival d6 (3 points)
Four advances were spent to bring Strength to d10, Fighting to d12, Fleet footed Edge and Frenzy Edge.
Details are shown in Thresh's profile.
Cool, you're in! You can find the discussion thread here

Dubaku |

Introducing Dubaku, Ivory Tribesman and former animal handler at an Imperial Gladiatorial Arena, before he fled with an ape called Mojoji whom he had bonded with and would not allow to be sacrificed for the entertainment of the bloodthirsty masses.
ATTRIBUTES
Agility [D8]
Smarts [D6]
Spirit [D8]
Strength [D6]
Vigor [D6]
Pace [4"]
Charisma [+0]
Parry [5] (6 with 2H spear)
Toughness [6]
Power Points [N/A]
HINDRANCES: Lame (D4 running, -2 Pace), Wanted (by Imperial slavecatchers after he fled the Arena with Mojoji), Pacifist (fights only in self defence, but only against animals)
EDGES: Beast Master (travels with Mojoji, the ape he liberated from the Imperial Arena), Two Fisted (no multi-action penalty), Ambidextrous (no off-hand penalty), Beast Bond (can spend bennies on Mojoji)
SKILLS
Fighting [D6]
Healing [D6]
Knowledge: Animal Care [D6]
Notice [D4]
Persuasion [D6]
Repair [D4]
Riding [D4]
Stealth [D4]
Survival [D4]
Tracking [D6]
GEAR
Whip (STR+1 / allows tricks at range+2)
Spear (STR+D6 / 1H: allows tricks at range+1, 2H: +1 Parry)
Dagger (STR+D4)
Light Armour (AV+1)
Healers Kit

DM Ström |

Bumping this as I'm looking for a few players (perhaps 1-3?) for the game. The story so far is that the players (a borderland Soldier named Gaius, a jademan monk named Tenzin and a northlander barbarian named Thresh) awoke in a dungeon. Aided by a mysterious cloaked man they escaped their cell and have just finished taken care of their captors and the road to freedom lies open.
Do you want to join in their adventures through the Dread Sea Dominions?

Sai Ling |

Not knowing the setting, I don't know too much about the cultures. I think Ivory Tribes for this guy, a semi-barbaric hunter who has spent a long time living among so-called civilized man and has picked up some of their more distasteful habits.
Agility d10 Smarts d6 Spirit d6 Strength d8 Vigor d6
Charisma 0, Pace 6, Parry 5/6(with shield) Toughness 6(1 armor)
Climb d6* Fighting d6 Lockpicking d6* Notice d6 Shooting d10 Stealth d8* Survival d4 Tracking d4
Edges: Assassin, Marksman, Thief
Hindrances: Cautious, Loyal, Vengeful (major)
Longbow (range 15/30/60, Damage 2d6 RoF 1 Weight 5)
Longsword (Damage Str+d8, Weight 8)
Small Shield (Weight 8)
Leather Armor (Weight 15)

DM Ström |

I'll throw something together tonight. I have the book.
Would an Amazon or a Sorcerer fit in better with the party?
Cool! I don't know what would fit better, I'm not much for balance, the important thing is that the group doesn't seem forced (hi, you look like a trustworthy fellow! wanna go on an adventure?). Sorcerer might be abit limited as the setting rule is that they can only take a new power edge once per rank.
Not knowing the setting, I don't know too much about the cultures. I think Ivory Tribes for this guy, a semi-barbaric hunter who has spent a long time living among so-called civilized man and has picked up some of their more distasteful habits.
Agility d10 Smarts d6 Spirit d6 Strength d8 Vigor d6
Charisma 0, Pace 6, Parry 5/6(with shield) Toughness 6(1 armor)
Climb d6* Fighting d6 Lockpicking d6* Notice d6 Shooting d10 Stealth d8* Survival d4 Tracking d4
Edges: Assassin, Marksman, Thief
Hindrances: Cautious, Loyal, Vengeful (major)
Longbow (range 15/30/60, Damage 2d6 RoF 1 Weight 5)
Longsword (Damage Str+d8, Weight 8)
Small Shield (Weight 8)
Leather Armor (Weight 15)
Nice! Looks good. The Ivory Tribes are the settings version of african tribes. You can find a quick two page guide of Beasts and Barbarians here.

scranford |

Here is Bella Tell, My Amazon Archer/Warrior.
Name: Bella Tell
Race: Human
Attributes: Agility d10, Smarts d4, Spirit d6, Strength d6, Vigor d6
Skills: Boating d4, Climbing d4, Fighting d6, Intimidation d4, Knowledge: Legends and Lore d4, Notice d6, Shooting d10, Stealth d6, Throwing d4, Tracking d4
Pace: 6, Parry: 6, Toughness: 6(1), Charisma: 2
Languages: Common, other 1, Other 2
Gear: Bow d10+1 (2d6, 12/24/48), Dagger d6 (Str+d4), Unarmed Strike d6 (Str), Leather Armor (+1), (40x) Arrow, Backpack, Blanket, Quiver, Waterskin
Special Abilities:
•Allergy (Stinging insects): -2/-4 to Traits rolls within 1" of allergen
•Overconfident: Believes he can do anything; Accepts all challenges
•Stubborn: Always wants his way; Never admits he's wrong
• Custom Edge (Amazon): This is a quick customizable Edge for those instances where you don't have time to create one in the Editor.
•Attractive: +2 Charisma
•Danger Sense: Notice roll at -2 to sense an imminent surprise
•Marksman: If no movement, gain Aim maneuver; Max ROF is 1
•Trademark Weapon (Bow): +1 attack with one unique weapon
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I might change out my Danger Sense for Bikini Heroine once I know how you intend to make this work, since Savage Worlds no longer uses the "Soak" Roll. Maybe +1 to Parry, then ditch the armor???

DM Ström |

Looks good! At first I was abit worried that another archer would trample into Sai Ling's domain but that shouldn't be a problem.
I am abit confused though with what you mean that Savage Worlds doesn't use the soak roll anymore?
Both you and Sai Ling can head over to the discussion thread, by the way.

Thresh Darkon |

Still confused I'm afraid :) My Deluxe Edition still has the soak roll (page 69). Or am I missing something?
My Savage Worlds Deluxe has the following for soak rolls...
A character may spend a Benny to make a “Soak” roll, which is a Vigor check. A success and each raise reduces the number of wounds suffered from that attack by one.
If the character Soaks all of the wounds from an attack, he removes his Shaken condition too (even from a previous source). Don’t count the wound modifiers he’s about to suffer when making this roll.
► Timing:AcharactermayonlymakeoneSoak roll per attack. If a Soak roll eliminates 2 of 3 wounds, for instance, a hero can’t make another Soak roll to eliminate the third wound. (The hero could spend a second Benny to reroll the Vigor roll as usual, however.)
► Shaken:AcharactercanalsospendaBenny to immediately eliminate a Shaken condition (and act if it’s his action). This can be done at any time—even just after a failed Spirit roll to recover