DM Torillan's HELLFROST PbP (Savage Worlds)


Play-by-Post Discussion

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Alrighty, here we go.

These are the players I have interested in going forward as of Friday, Aug. 13: (sorry if I missed anyone).

Winterwalker
grufflehead
Chris Manos
Oryzarius
Jason Collum

We'll be using the standard character build rules from SWEX, with the setting specific bits (races, edges, etc.) from the Hellfrost PG as additional rules. I will be happy to guide anyone through their character build, as you'll have all weekend to work on them (I'm working three overnights in a row this weekend). So take your time to make the character you want to play.

I'd prefer to use just the SWEX (or Test Drive v6) and Hellfrost PG, just to keep things even for everyone. If some of you want to have characters that already know each other, have at it. I want to make it fun for all of us.

Note: Each character will also get one free advance (ie. - 5 xp to gain a new edge, increase or buy a new skill, etc.).

I might have missed an important detail, so please post any questions or concerns here. Thanks again for joining up, and I look forward to seeing what you guys put together.


Just checking in - and apologies if this is a silly question as I only had time to briefly scan the book last night. Before we start can you give us a hint (or more!) about what we might be doing? Some of the organisational options looked most appropriate when tied to a location, while others were the opposite: seemingly much more suited to wandering or at least having a wider remit. Not sure they'd necessarily be mutually exclusive, but wanted to check first in case there are some things which don't really fit what you want to do.

As far as characters go, aside from covering bases, I'd be very interested in trying tie my backstory to at least 1 other PC and having a good discussion amongst all the players to come up with a well though out group. I made the classic mistake in the recruit thread of just jumping in with both feet and saying what was uppermost in my mind, rather than ask the others what they would like to try. Sorry about that! Willing to try just about anything as there are indeed no shortage of interesting options.


Male Human
grufflehead wrote:
Before we start can you give us a hint (or more!) about what we might be doing? Some of the organisational options looked most appropriate when tied to a location,

I second this. :)

grufflehead wrote:
I'd be very interested in trying tie my backstory to at least 1 other PC and having a good discussion amongst all the players to come up with a well though out group.

I'm down with the backstory collaboration, grufflehead. I like idea of group planning, with anyone willing.

grufflehead wrote:
I made the classic mistake in the recruit thread of just jumping in with both feet and saying what was uppermost in my mind, rather than ask the others what they would like to try. Sorry about that! Willing to try just about anything as there are indeed no shortage of interesting options.

No problems here! :)

Agreed, there are alot of interesting options.


Hey JC - I'm going to have a good read over the PG tonight, and jot down some ideas of things that I'd like to try. If you (and anybody else) has a similar list, we might be able to find areas of similarity or where we might complement each other and work on a shared backstory from there?


Male Human

Sounds good, I'll do the same.


grufflehead wrote:
Just checking in - and apologies if this is a silly question as I only had time to briefly scan the book last night. Before we start can you give us a hint (or more!) about what we might be doing?

Well, without giving too much away, the group will be starting in the town of Aslov (see this map} and the region around the town (see this map).

It is the middle of winter, and you gather in the town seeking employment, as any coin will be able to buy the scarce necessities to survive the rest of the winter. Bleak, but that is the setting!

grufflehead wrote:
As far as characters go, aside from covering bases, I'd be very interested in trying tie my backstory to at least 1 other PC and having a good discussion amongst all the players to come up with a well though out group. I made the classic mistake in the recruit thread of just jumping in with both feet and saying what was uppermost in my mind, rather than ask the others what they would like to try. Sorry about that! Willing to try just about anything as there are indeed no shortage of interesting options.

No need to apologize. We're glad to have you!


One more tidbit:

In exchange for the "free" advance, you may only have the equivalent of 5 gold scields left over once you buy all your equipment. In other words, you all have 500 to buy any starting equipment (more with Rich edge), but can only have 5 gold scields left - any extra are lost!

Sorry to be so stingy, but the idea here is to get you desperate to work to get thru the winter.


I very much like grufflehead's idea of tying the group together through backstories (and making sure we have a compatible set of "party roles").

Since I'm pretty new to Savage Worlds, I took the liberty of making several potential PCs as practice. I'd be pleased to play any of the three that follow, or can try something else if we decide. Hopefully these have enough background "hooks" to link other PCs with, if anyone's interested in that. I also welcome feedback if it looks like I've made some basic error(s) in character-building; Savage Worlds does seem to have its share of hidden assumptions and rules wrinkles!

Since DM Torillan said he was interested in magic, each of these uses one of the magic systems available. I've read on the Triple Ace Games forums that some groups are made up entirely of casters with other specialties, since magic is so useful in the setting. I guess we'll see.... I've basically got here a couple of fighters and an investigator/healer (who can also sing our praises for Glory, if we last that long!).

Emeric ap-Garth, Hrimwisard Hearth Knight
Emeric is far paler than the typical Amari, and tends to sweat even in mild temperatures. He was found abandoned as a baby in a snowbank, and it was thought a miracle he survived. Actually, it was due to an innate feel for hrimwisardry, a talent which has unnerved Emeric ever since. Adopted by a town tavern-keeper, Emeric grew up hearing stories of the old days, the modern troubles, and the evils of the Hellfrost. He knows he has a link to that very power, and is ashamed of it. So, no sooner had he reached adulthood than he set off to join the Hearth Knights, hoping to redeem himself. It took some persuading, but kind Shield Captain Vortigern saw something in the young man, and has even encouraged him to turn his hrimwisardry from hidden shame to useful talent.
Attributes: Agility d6, Smarts d6, Spirit d8, Strength d6, Vigor d8
Skills: Survival d8, Fighting d6, Riding d6, Hrimwisardry d6, Guts d6, Persuasion d6, Climbing d4
Pace: 6" Parry: 6 (1) Toughness: 8 (2)
Edges: Arcane Background (Hrimwisardry), Hearth Knight
Hindrances:: Code of Honor, Loyal, Cautious, Orders (Hearth Knight)
Spells: Entangle, Smite
Languages: Trader, Saxa, Dwarven
Gear: Chain shirt, chain coif, medium shield, short spear, backpack, normal clothing, bedroll, blanket, insect net, whetstone, soap, rope, flint & steel, torches (5), waterskin, 1 week's rations, 1 scield
(Advance used to take Hearth Knight edge.)

Eadgar "Wall" Ganulfsunu, Paladin of Kenaz
Eadgar was the son of the smith in his village, and inherited his father's frame and voice. (Imagine Brian Blessed's roles from Henry V or Flash Gordon.) His nickname comes both from his height and breadth, and from his tendency to be a bit thick where ideas, or even complex devices, are in play. Eadgar didn't care to learn all the equipment of the smithy, but his background and upbringing drew him to the service of Kenaz, and he is now perhaps too enthusiastic in that god's service.
Attributes: Agility d8, Smarts d4, Spirit d6, Strength d8, Vigor d8
Skills: Fighting d8, Riding d6, Throwing d6, Guts d6, Intimidation d6, Faith d6, Climbing d4, Survival d4
Pace: 6" Parry: 7 (1) Toughness: 9 (2)
Edges:: Brawny, Arcane Background (Miracles)
Hindrances: Overconfident, Loyal, All Thumbs
Spells: Deflection, Burst, Speed
Languages:: Saxa, Trader
Gear: scale hauberk, chain coif, medium shield, short spear, backpack, normal clothing, furs, bedroll, flint & steel, torches (3), waterskin, 1 week's rations, 2 scields.
(Advance used to take AB (Miracles) edge.)

Serin Skald
Serin, an Amari skald from Chalcis, is a good-looking fellow with a polite manner and a ready wit, always one for the ladies. He is far more comfortable in urban areas than in the countryside (and has a particular fear of wolves from childhood stories), but has come eastwards in search of new places to see, new people to meet, and new stories to sing.
Attributes: Agility d6, Smarts d8, Spirit d8, Strength d6, Vigor d6
Skills: Song Magic d8, Streetwise d8, Notice d6, Persuasion d6, Shooting d6, Fighting d4, Guts d4, Knowledge (folklore) d4
Pace: 6" Charisma: +2 Parry: 4 Toughness: 7 (2)
Edges: Attractive, Arcane Background (Song Magic)
Hindrances: Code of Honor, Loyal, Phobia (Wolves)
Spells: Boost/Lower Trait, Healing, Speak Language
Languages: Chalcian, Anari, Trader, Saxa
Gear: chain shirt, chain coif, dagger, bow, quiver w/20 arrows, backpack, normal clothing, bedroll, musical instrument (flute), waterskin, 1 week's rations.
(Advance used to raise Spirit to d8.)


Male Human

Wow... Well done Oryzarius!

Those are some very interesting PCs, they all look like they would be fun to play.

I really dig the Hrimwisard Hearth Knight! :)

I haven't got them stated yet but I'm looking at playing either a Hearth Elf - Bladedancer or an Anari - Eir Elementalist. I'll try to get them done and posted here tomorrow.


Hey All,

There are so many options for characters that are cool, I'm not sure where I want to start. I'm cool with collaborative character building. Lets make a group instead of 5 individuals.

I'm interested in either an arcanist or a reliqus from the Reliquary, a shaman or even a priest. I've got a shamanic gathering to attend today and probably won't be able to draw anything up til tomorrow.


Great post Oryzarius, really gives us something to work from. I was suddenly struck by an idea for party building that I've never come across before (although I'm sure it must have been done): what about if we all post 3 short sketches like Oryzarius has done, and see if links start to form organically? They don't have to be in as much detail (as all of those look like fully formed PCs), but if we have a pool of options it might spark off some ideas. It might also help if we identify what we see as each character's 'thing' so we steer clear of stepping into each others' limelight. I don't think we all necessarily need to know each other beforehand, but some common areas of interest might help make integrating them all, and make it easier for the GM to incorporate more hooks into the game if he decides to expand the game beyond pre-written adventures. So once they are all posted, we can bat around ideas for how we might link together?

The 1st idea I'm putting together is of a grizzled, taciturn Saxa woodsman, possibly quite a bit older than the others (say early 50s), with something of a dark past. He owes a debt of honour to another character (which can be worked up), and has sworn himself to their service for an unspecified length of time as a bodyguard/guide. He can handle himself, although he's not a brilliant fighter by any stretch of the imagination so we'd probably still need at least 1 character who can fight well. But he's a pretty good man to have in the wilderness, being an accomplished tracker and survivalist. He's also a herbalist - I always like to try a new option in the setting, so I gave him Hedge Magic to represent his ability to be self-sufficient in the wilds. I thought he would probably work best in partnership with either an arcane character, or I was actually looking at taking Orders: Reliquary as one of my hindrances, and being a Guardian of the Arcane if anyone wanted to go down that route so Chris' ideas of the reliqus would be perfect, as would almost any of his others, and Serin Skald.

I haven't really thought much beyond that. I considered a Roadwarden (but it's not too different from woodsman so went down that route instead), looked at a frostborn Hrimswisard or Elementalist, but everyone else has an idea for one of those so I think I'll skip that. I'll have more of a look at a dwarven runecaster, and then my third option will probably be a priest of some sort looking to take one of the Disciple edges if/when we get to that stage, although I haven't really looked at the religion section in a lot of depth so haven't decided how that would take shape.


At the risk of making this sound too much like an MMORPG or an episode of The A Team, I suspect we could envision characters using some of the following roles:

  • A dedicated warrior, high on Fighting and Toughness

  • A healer, whether through Healing, magic, or herbalism

  • A "face" with high social skills (Streetwise, Persuasion, etc.) for information-gathering and non-lethal problem-solving

  • A "sage" with high Knowledge skills to interpret information

  • A classic "thief" with Stealth, Lockpicking, etc. to "get into" things

  • A distance/area fighter, through magic, Throwing, or Shooting

…and I've probably left something out, of which you're welcome to remind me.

Many characters could combine two of those without over-crowding the character build. For example, Serin Skald is built to serve as a social type (Streetwise, Persuasion, Speak Language) and a healer (magic but not conventional), with a side of so-so archery. Eadgar Ganulfsunu is a pretty straightforward warrior, but could also attack several mooks at once with Burst or future fire powers. Emeric ap-Garth is probably the most limited as a solid warrior though, like Jason Collum, I am fond of the oxymoron of a Hrimwisard Hearth Knight, and I guess Entangle (or future powers) can work against multiple/ranged targets.

Chris Manos' arcanist/reliquus sounds like a "sage" type, as might be the shaman or priest, perhaps with a side speciality in one of the other archetypes. Jason Collum's bladedancer is likely another warrior + something, and the Eir elementalist could go all sorts of directions. grufflehead's woodsman is a neat warrior/healer hybrid with a side of information-gathering (tracking may well be handy!). I played a Healing Rune frost-dwarf caster in a Hellfrost convention game and had a blast, but grufflehead could go all sorts of other directions there, too, depending on choices.

So, I'm hearing lots of warriors, fewer healers, a bit of sage. Proposals seem light on "face" types (Serin Skald aside, or one of the undeveloped pitches), sneaky folks, and artillerists.

In face-to-face games, I'm often the social one (acting/directing experience), but the ability to improv doesn't sound as important at the slower pace of play-by-post. I'm willing to take on just about any role; I'd also considered a priest of Hoenir, who would probably be an odd sage/thief combination with rather poor combat skills.

As Chris Manos said, we are rather spoiled for choices, so I recommend looking at party role as we look at specific backgrounds, and allowing character stories to interlink from there.

Possible relationship links for my existing proposals:

  • Emeric: fellow inhabitants from Hellfrost Keep, former acquaintances from his home village (with positive or negative views of his background and/or knighthood), folks he has rescued as a knight (or who have rescued him), people investigating stories of this ice-mage who wants to fight the Hellfrost

  • Eadgar: village-mates, drinking buddies, fellow sun/fire-worshippers, people he has rescued or been rescued by, other over-enthusiastic warriors (or sober souls trying to temper that flaw)

  • Serin: fellow travelers (foreigners or not), traders/scholars/warriors/trappers/hunters he's attached himself to as sources for news stories, romantic interests (successful or failed), rural sorts taking pity on (or scoffing at) the pampered city boy


These are some great ideas you guys are posting! I'm going to stay out of the way, because I want this to be fun for you all. I am really liking the direction you are going with this group.

Keep up the good work!

And I'm here for any questions or concerns.


Male Human

Alright here we go.

Rindilnir Autumnwind, Bladedancer

Born in the great forests of Angarion, Rindilnir joined military service at a young age and rose through the ranks to become a Bladedancer. He gained his scars while trying to save a child from a burning house in Dale (a small saxa settlement protected by elves) and had to be rescued himself (possibly by another character) when the roof collapsed as he was coming out. Now scared and ugly his pride wont allow him to return to his fair kin and so he stays among the lesser races, working as a bodyguard (or with the one who rescued him).

Attributes: Agility d8, Smarts d4, Spirit d6, Strength d8, Vigor d6
Skills: Climbing d4, Fighting d10, Guts d6, Intimidation d6, Shooting d6, Survival d4, Track d6
Charisma: -2 Pace: 6" Parry: 6 Toughness: 7
Edges: Agile (Racial), Forest Born (Racial), Low Light Vision (Racial), Natural Realms (Racial), Two Fisted, Bladedancer
Hindrances: All Thumbs (Racial), Arrogant, Ugly (burn scars on right side of face, neck and chest), Phobia (Thatched Roofs (they are just tinder, waiting to go up in flames))
Languages: Hearth Elven, Trader
Gear: Chain shirt (torso, arms), scimitar x2, normal clothing, backpack (bedroll, blanket, whetstone, flint & steel, waterskin, 1 week's rations) 5 gs
(Advance used to take Bladedancer edge.)

Prynciple Baedon ap-Thosa, Elementalist Eir

Hailing from Far Reach, Far to the north in the Shattered Moor on the shores of Frostwater Lake lies Far Reach and a small Convocation training center, where Baedon ap-Thosa Prynciple of the Convocation learned the secrets of Eir magic. Baedon has been sent by the Convocation, south to gather, find or join a group of determined individuals willing to (one day) return with him to strike out against the Hellfrost hordes.

Attributes: Agility d4, Smarts d8, Spirit d6, Strength d6, Vigor d6
Skills: Elementalism d8, Fighting d6, Guts d6, Healing d6, Knowledge (Arcana) d8, Notice d6, Taunt d6
Charisma: 0 Pace: 6" Parry: 6 Toughness: 7
Edges: Arcane Background: Elementalism, Connections: Convocation, Warm Blooded, Spell Finesse: Selective (Obscure)
Hindrances: Orders: Convocation, Code of Honor, Loyal, Vengeful (minor)
Spells: Bolt (electricity), Deflection (gust of wind) Obscure (airborne debris)
Languages: Anari, Trader, Classical Anari, Saxa,
Gear: Normal clothing (white robes), flail, backpack (furs, bedroll, blanket, healers bag, lantern, oil (pint) x2, waterskin, writing equipment, parchment x5, scroll case (waterproof), pipe, pipeleaf (empty), flint & steel, 1 week's rations) 5 gs
(Advance used to take Spell Finesse edge.)


How hooked by this am I? Well, I bought the Player's Guide pdf for $20 from DriveThru last week. Just been to the TripleAceGames website and noticed they were having a sale on - the upshot of which is I have just ordered the physical book, which even with shipping is going to come to barely any more than the ebook. If they are shipping it from the owner's address, it's only a couple of hundred miles from where I live ;)

Like the new character ideas. I actually have to stop myself thinking about things like a D&D player these days, although having 'roles' covered is still a good idea I think. Maybe just think about them in a slightly different way given the way SW works. I don't have a lot of experience playing it; the impression I get is that combat is pretty brutal (from the point of view of damage vs toughness) so something to be avoided? I like that idea, possibly as I played a lot of Runequest when I was younger. I think I've got a bit complacent with D&D in that after 1st level, your characters generally have enough HP that 1 shot kills are unlikely, so PCs - in my experience - are much more likely to fight than run away. Here, I could see even a more experienced character getting taken down in 1 hit - is that reasonable? - so discretion may be the better part of valour from time to time.

Anyway, as far as roles, given the setting, my first PC (and to be honest, the one I really want to play) would cover the navigation and 'getting us from point A to point B safely' as his main skills are Survival (which I'm thinking may play a big part in this setting!) and Tracking. As secondary roles, he can fight OK in hand to hand, through his Healing and Hedge Magic can patch people up (so would either be the main party healer or a handy assistant to a priest/Sister of Mercy), and in the wilderness he's reasonably stealthy (D6 skill, +2 for his Woodsman edge). I'll need to wait til I get home to post up his stats.


OK so the message boards ate my post and I don't have time to repost right now... they quick and dirty...

Taiga Elf Druid - Healer, Hedge Magic and Survival, with a little archery thrown in

Anari Fyr Elementalist, Reliquary Arcanist - Lots of Knowledge skills...throws around flaming balls of fire. Siphoning, here we come....

I can do up a roguish type or a Skald depending on what other people would like to see.


Male Human

Whoops! Made a couple of mistakes in that last post (that what I get for posting while tired)

Prynciple Baedon ap-Thosa
Parry: 4 Toughness: 5 (These are the correct values)

Far to the north in the Shattered Moor on the shores of Frostwater Lake lies Far Reach and a small Convocation training center, where Baedon ap-Thosa Prynciple of the Convocation learned the secrets of Eir magic. Baedon has been sent by the Convocation, south to gather, find or join a group of determined individuals willing to (one day) return with him to strike out against the Hellfrost hordes.
(Should have read like this)

I'm glad your liking Hellfrost, gufflehead. It certainly grabbed my attention. :)


Awesome stuff here, guys! Although these boards are starting to give me a migrane...they work, then don't, then they work again...etc., etc.

Anyway, there are some great character proposals put forth, so I want to stress to play what you think would be the most fun for you, and we can tie everything together once each of you have decided.

I'm going to ask each of you to post your character once finished in this thread, then I'll put up the In-Character thread. But take your time and be happy with your decisions.


Understand that about the boards!

How are you going to work Knowledge (Area) skills? Will one skill be sufficient for, say, the Freelands, or Heligioland, or should I plan on dividing the regions up into smaller regions, like East, Central and South Freelands, North, South, East and West Heligioland?


Rimespeaker, Taiga Elf Druid
A hermit for most of his life, this ancient taiga elf has been roused from his solitude by a vision of a looming, unnatural darkness threatening the natural balance of things. Urged by his power animals and spirit guides, the elderly elf left his homeland and travelled south passing through the Ice Barrier Mountains, eventually ending up in Aslov. Guided by the spirits, Rimespeaker seeks to do what he can to keep the balance of the natural world

Attributes: Agility d6, Smarts d6, Spirit d8, Strength d4, Vigor d6
Skills: Druidism d6, Fighting d4, Healing d8, Knowledge (Nature) d8, Knowledge (Folklore) d4, Notice d6, Shooting d8, Survival d8, Tracking d6
Charisma: 0(-2) Pace: 6" Parry: 4 Toughness: 5
Edges: Arcane Background: Druidism
Hindrances: Elderly (major), Necromantic Weakness (minor), Poverty (minor)
Spells: Beast Friend, Boost/Lower Trait, Healing
Languages: Trader, Taiga Elf, Fey
Gear: Leather Shirt, Blanket, Short Spear, Bow, Quiver of 2 Arrows, Pouch (3gs, flint & steel), Waterskin

Ferguth ap Garth, Fyr Elementalist, Reliquary Arcanist
Raised in a small village in the Eastern Freelands, Ferguth rapidly found himself wandering farther and farther from home in search of the answers to the many questions in his head. Trained from a young age to harness the power of the elements, his keen mind wondered ‘why’ on so many subjects. Eventually he found himself in Aslov, with a cracked skull caused by a falling rock in a burial mound cave-in, with a strange horn that seemed to hum and tingle in his hands. Soon enough he came to the attention of the Reliquary, and has proven enough of a use to them, to be trained as a researcher, but has not proven himself enough to be granted the full rights of membership.

Attributes: Agility d4, Smarts d10, Spirit d6, Strength d4, Vigor d6
Skills: Elementalism d8, Knowledge (Arcana) d8, Notice d6, Knowledge (History) d4, Knowledge (Southern Heligiolands) d4, Knowledge (Eastern Freelands) d6, Knowledge (Withered Lands) d6, Knowledge (Folklore) d4, Investigation d6
Charisma: 0 Pace: 6" Parry: 4 Toughness: 4
Edges: Arcane Background: Elementalism, Reliquary Arcanist, Linguist
Hindrances: Habit – Alcohol (Major), Hard of Hearing (minor), Phobia (being alone)
Spells: Burst (fire), Deflect (fire shield), Detect/Conceal (fire eyes)
Languages: Trader, Vindari, Selari, Anari, Black Tongue, Finnari, Orcish, SaxaTuomi, Vendahl
Gear: Winter Clothing, Bow, Quiver of 20 Arrows, Shortspear, Pouch (Candle, Flint/Steel, 3 pints Oil, Writing Equipment), Waterproof Scroll Case (Parchmentx5)
Mule: Backpack (Bedroll, 1 week rations, Normal Clothing, 2 wineskins (full)) , 2 Waterskin
(Advance used to increase Freelands and Withered Lands Lore to d6.)

Bertram, Engro Reliquary Reliqus
Bertram has always gotten himself into trouble in one way or another. He has a knack to getting into places people don’t want him to get into, and ‘re-purposing’ things. He doesn’t consider himself a thief, as he doesn’t think of other people’s possessions as theirs. His chutzpah and ability brought him to the attention of the Reliquae, to whom he was actually excited to join. Imagine a legitimate organization telling him to re=purpose other peoples things! Over the years he has made an enemy an engro from another tribe when he accidentally re-purposed the other engro’s wife. To this day, the other engro, also named Bertram, hunts him far and wide to hold him accountable for his actions (and progeny).

Attributes: Agility d8, Smarts d8, Spirit d6, Strength d4, Vigor d6
Skills: Climbing, d6+2, Fighting d4, Guts d4, Knowledge (folklore) d4, Lockpick d6+2, Notice d6(+2 when searching for traps and hidden doors), Persuasion d6, Repair d4 (+2 to disarm traps)Stealth d8(+2 in urban areas), Streetwise d4, Throwing d4
Charisma: 0 (-2) Pace: 6" Parry: 4 Toughness: 4
Edges: Luck (racial), Sneaky (racial, stealth), Spirited (racial), Reliquary (Reliqus), Thief
Hindrances: Overconfident (Major), Enemy (minor), Cold-Blooded (minor), Small (racial), Outsider (racial)
Languages: Trader, Enrgosi, Fingerspeak,
Gear: TBD
(Advance used to take Thief feat.)


if it comes to which I'd like to play most...that's gonna be a tough decision. I could have fun playing any of them.

And just for giggles, I may decide to draw up a Frost Dwarf Rune-caster....

tying inother characters....

Rimespeaker came south through Hellfrost Keep, possibly tying him to Emeric, and his travels may have brought him in contact with Serin and Baedon. His natural world view could very well have tied him to gruffleheads woodsman. I'm more than happy to re-work him slightly to take away the HEdge Magic he was aiming towards.

Ferguth is a Fyr elementalist and an alcoholic and probably would get along swimmingly with Wall. He is a free elementalist not tied to the Convocation, but there may be knowledge that he and Baedon are looking for or one of them has knowledge the other is seeking.

Either Ferguth or Rimespeaker could use a bodyguard, tying either of them to Rindilnir.

Bertram travels extensively so he could have run into any of the other characters at any time, perhaps attempting to re-purpose something of theirs, and through the mercy of the one who caught him, has dedicated himself to the other.


OK, here's my first idea.

Varn ver Sigurdstjon, Guardian of the Arcane

Varn is a wiry Saxa man in his mid 40s. He grew up in the village of Stjanfjord; his mother died when he was young, so his father was left to bring up the young Varn while trying to manage his few cattle and scrape a living on their farm on the outskirts of the village.

Unfortunately for his father, Varn had neither aptitude nor interest for farming, preferring to spend his time exploring. It was while doing this that he came to the attention of the wyrd woman Vorla; she began to teach him a little of the healing power of the land.
When Varn's father died of the Weeping Sickness, he was still only 15. The village elders offered to help him run the farm, but the young man instead gifted the lands and cattle to his neighbour, packed his few possessions, and headed out into the world.

While travelling, he unwittingly trespassed on the lands of a neighbouring Saxa warlord. Varn as captured, accused of being a spy and a cattle thief, and tortured by the warlord's cruel son Thorbjun. He cut off Varn's right hand, and was to execute him at first light the following day as an 'example'. At that time, the warlord had been approached by a reliquary who sought the man's permission to investigate an old barrow on his lands. When he learned of Varn's fate, he offered the chieftain any spoils he found in the barrow in exchange for the young man's life. Against the wishes of his bloodthirsty son, the warlord agreed, and Varn was released into the old man's care. The man took him to friends, who nursed him back to health over the course of some months.

Bitter at his treatment, Varn vowed revenge, but the man who had rescued him counselled against it, at least until Varn had learned a little more of fighting so he might have a chance. And so, he began training, until, after several years, he had mastered the use of the blade with his left hand. By now, his lust for vengeance had cooled, and he pledged to repay both his saviour and the order for their kindness. He became a Guardian of the Arcane.

And he has remained as one for over 20 years. His skills in woodcraft have proved invaluable as many sites which the reliquary wish to visit are remote and inaccessible to all but the most determined. He acts as guide, advisor, teacher, confidant and bodyguard to whoever the order choose.

Attributes: Agility d6, Smarts d8, Spirit d6, Strength d6, Vigor d6
Skills: Survival d8, Tracking d8, Fighting d6, Notice d6, Guts d4, Knowledge (Alchemy) d6, Healing (d4) d6, Stealth (d4) d6
Pace: 6" Parry: 5 Toughness: 5 (7)
Edges: Hedge Magic, Woodsman
Hindrances: One Arm, Orders (Guardian of the Arcane), Enemy
Languages: Trader, Saxa +2 TBA
Gear: Chain shirt, Axe, Herbalist's Kit, backpack, normal clothing, bedroll, blanket
(Advance used to increase Healing and Stealth from d4 to d6)

Links: The obvious ones are to Ferguth as a guide/bodyguard, or to Bertram for the same reason, but also to try and keep him out of mischief! He would also certainly respect Emeric's ability to fend for himself in the wild

More to follow, but in less detail as I haven't thought about them as much. Varn I think is the most versatile and covers the most ground for the party.


Chris Manos wrote:

Understand that about the boards!

How are you going to work Knowledge (Area) skills? Will one skill be sufficient for, say, the Freelands, or Heligioland, or should I plan on dividing the regions up into smaller regions, like East, Central and South Freelands, North, South, East and West Heligioland?

Yeah, and if the boards continue to be a problem, I might try to find an alternative place (I hope it doesn't come to that!)

Anyway, I say just keep it to the greater region, such as Freelands, Heligioland, and the like. I can always impose a penalty for any specific, not-so-well-known facts you may try to ascertain...

Hope that answers your question.


Here's no 2. The boards are still playing up and it's time for bed here so this is all I'll get done today. This guy is your basic bruiser, right out of the pages of a David Gemmell novel.

Owain 'the Bear'

Owain is giant of a Finnar, well over 6 feet tall and heavily built although as he nears his 50th year, some of his prodigous strength has begun to desert him, and some of the muscle is now turning to fat. Owain has no airs or social graces whatsoever; he drinks, he ogles women, he fights, and he speaks his mind fully and freely whenever he sees fit. In short, he's a boor. But the villagers of his home village put up with him for 2 reasons: firstly, he won the Jarl's cup for wrestling 11 years in a row, giving their small settlement a measure of pride; and secondly, while he can be a difficult man to get on with, his courage is never in question, and people still remember the night the village hall burned to the ground, when Owain made three trips into the blazing building to carry people to safety and had almost his entire beard burnt off in the process. This year, he was beaten in the wrestling, and now, suddenly aware of his own mortality, the dull ache in his lower back, and the fact he needs to get up alomst every night to piss, has prompted him to leave the village in search of one more great deed, one which the bards will sing about for years to come.

Attributes: Agility d6, Smarts d4, Spirit d6, Strength d12, Vigor d6
Skills: Climbing d4, Fighting d10, Guts d8, Intimidation d6, Taunt d6
Charisma: 0 Pace: 6" Parry: 8 Toughness: 8
Edges: Courageous, Sweep
Hindrances: Overconfident, Heroic
Languages: Finnar, Trader
Gear: Chain hauberk, Quarterstaff, winter clothing, backpack (bedroll, blanket, whetstone, flint & steel, waterskin, 1 week's rations)
(Advance used to take Sweep edge.)

Links: If the 'job' involves something dangerous and/or altruistic Owain is likely to volunteer irrespective of who else goes. Perhaps Serin might see the opportunity for a tale or two, and Owain isn't shy about telling bawdy tales of his past deeds to anyone who plies him with drink.


there are some fantastic characters here! Lets get a summary here and we can start to whittle down to one each :) Including my perceptions of Oryzarius's roles

# A dedicated warrior, high on Fighting and Toughness

# A healer, whether through Healing, magic, or herbalism

# A "face" with high social skills (Streetwise, Persuasion, etc.) for information-gathering and non-lethal problem-solving

# A "sage" with high Knowledge skills to interpret information

# A classic "thief" with Stealth, Lockpicking, etc. to "get into" things

# A distance/area fighter, through magic, Throwing, or Shooting

grufflehead
* Varn ver Sigurdstjon - warrior, healer
* Owain the Bear - warrior

Chris Manos
* Rimespeaker - healer/2' distance fighter
* Ferguth ap Garth - sage, distance area fighter
* Bertram - face, thief

Jason Collum
* Rindilnir Autumnwind - warrior
* Prynciple Baedon ap-Thosa - distance fighter

Oryzarius
* Emeric ap-Garth - warrior
* Eadgar the Wall - warrior
* Serin - healer, face, distance fighter

So that looks like 3 healers, several flavors of warriors, a couple dedicated arcane supports, a couple faces and a thief.

Does anyone have a real pull to which character they play?


Thanks for compiling all that info, Chris. I was starting to gather it all together to do just that, but you saved me the trouble!

What Chris put together was a great way to see who has ideas for what, so it's a great jumping off point to narrow down the choices and intertwine some of their stories.

Good stuff, guys!


Thanks for the summary Chris, a very useful precis of skills. I'll have a go at proposing a group, working from unique skillsets to more generic:

Ferguth (Chris) - I'm a big believer in skills in games where magic doesn't eventually render them redundant, and I think that is definitely the case from what I can see of SW, and this setting in particular. So, while some other characters have a knowledge skill here and there, Ferguth is the only one of us dedicated to learning. As well as having Knowledges that none of the other characters do, his Linguist edge is a real bonus as he speaks way more languages than anyone else; if we end up travelling around, this could make a huge difference. Frankly, the fact he is also a skilled Elementalist is just gravy, and it gives us a potentially very effective area attack/animal deterrent (given that it is a fiery burst).

Varn (grufflehead) - as I already wrote up Varn as a Guardian of the Arcane, he seems the natural companion of Ferguth. He'll get the party (hopefully) safely from A to B when the environment is the foe. He works well as the healer, and through his herbalism/hedge magic can also do more than just patching up wounds. Being fairly keen eyed and a decent back up fighter also provides versatility.

Serin (Oryzarius) - with Chris playing Ferguth, then Serin is the only other dedicated face, and his ready charm, backed up with info gathering skills would be enough for a slot on their own, I'd say. Being able to provide missile support, plus healing and more language abilities (with the capability to develop his song magic further) make him a pretty rounded character, and one who is easy to integrate with any of the others. In fact, he may be the 'glue' that brings the disparate groups together and forms the party.

Rindilnir (Jason) - those choices leaves us possibly a little light on stand up firepower. Prynciple does overlap quite a lot with the skills of others, while Rindilinir looks like an excellent addition as he is a very good fighter (possibly the best of any of the characters) and can also provide more missile cover. I also like allowing characters to shine in their chosen area, and Rindilinir should do this when it comes to fighting. Lots of chance for glory (which of course Serin can write epics about)!

How does that sound? Maybe people might like to tweak a skill or spell here and there if they think it helps strengthen gaps or reduce overlap?


grufflehead -- That sounds like a well-balanced potential group. It might come about through something like....

The journal of Serin Skald, 2nd Marketdaeg of Fogmonan (or whenever Torillan specifies), 499 IR wrote:

A très intéressant group I find myself traveling with these days. I saved the hearth elf Rindilnir Autumnwind from a burning building on my way through Dale, and he seems to have attached himself to me. He has definite opinions on the superiority of hearth-elven culture, even worse in his way than some Alantarians I've known, but at least that makes him more than willing to share folktales and epic sagas with me. Storms still help the gardens grow, as my mother always said.

Then the two of us met another traveling pair on the road. Ferguth ap-Garth is an actual Reliquary arcanist! I got him talking in his cups (surprisingly easily!) and heard all manner of great tales, though I did have to shout awfully loudly in the tavern to be heard. His companion is Varn ver Sigurdstjon, a one-armed Guardian of the Arcane. If that sort of grizzled figure doesn't deserve to be figured in song and story, I don't know who does. So I've convinced the two of them that we should travel together for a while, and that Rindilnir and I might be of use in whatever investigations they undertake.

I am, truth to tell, a bit nervous about the onset of winter in these Saxa backwoods. I have none of the survival training of my companions -- soft life in Chalcis doesn't prepare one for hard winters in the hinterlands! Rindilnir has more skill than I, but even he has lived in his elven forests more than out on the open plain. Ferguth, too, lives more in his books (or his bottle) than in the wilds. We may all be very beholden indeed to Varn before the season is out....


well thought out, grufflehead. The wonderful thing about a game system like SW, is that you aren't constrained by classes. Sure we have professions, but with skill based games, if there is something the party needs, it is easy enough for someone to pick up the skill to do it.

I have to admit, one of the reasons I made Ferguth a Fyr Elementalist is I am interested to see just what the Hellfrost Effect does to a fire wielder. I'll polish him up over the next day and be ready tol start whenever!


@ Oryzarius - beautiful ;) I'm playing a bard in another pbp game having never played one before, and the urge to wax lyrical is just too much sometimes. I'm really looking forward to Serin's tales of our deeds

@ Chris - I'm also looking forward to seeing how the magic system works; I just couldn't come up with a compelling concept, but I'll do it vicariously through Ferguth

All we need now is a thumbs up from Jason and we're almost there.

I'm going to make a couple of tweaks to Varn - change his armour to leather so I can afford some winter clothes and more equipment. I might also move a skill point around so I can take a D4 in shooting (sling, most likely) as he should have a way to hunt game. I'll sort out my languages, and create a profile to hold everything.

Thanks everybody for making the character creation so much fun!


Male Human

Chris, gufflehead and Oryzarius, I love it! Excellent work everyone!

I am happy to be playing Rindilnir and the pairing of the characters is just fantastic IMHO!

I will swap out Track with Knowledge (Nature) since we have an excellent tracker and to give my char a bit more elven feel, plus it gives me more to do ouside of combat, besides growling and looking ugly at people :p

Rindilnir does have winter clothing (another thing I missed in the post) but no bow. I plan on borrowing one from the first hostile archer we meet. :)

I am so looking forward to playing with you fine folks.
Thank you, very much, DM Torillan for running this!


Male Human

Chris, gufflehead and Oryzarius, I love it! Excellent work everyone!

I am happy to be playing Rindilnir and the pairing of the characters is just fantastic IMHO!

I will swap out Track with Knowledge (Nature) since we have an excellent tracker and to give my char a bit more elven feel, plus it gives me more to do ouside of combat, besides growling and looking ugly at people :p

Rindilnir does have winter clothing (another thing I missed in the post) but no bow. I plan on borrowing one from the first hostile archer we meet. :)

I am so looking forward to playing with you fine folks.
Thank you, very much, DM Torillan for running this!


Here's the profile I've created for Varn. I've made the proposed changes to him and am ready to go.


My profile. I'm also ready to go!


This "profile" thing is new to me, but I think I've got it accomplished.

I didn't make any character-build changes, but I did rearrange equipment slightly. I may not have any Survival skill, but at least now I have warmer clothes!

Are we all presuming that Winterwalker is hors de combat? Haven't seen hide nor hair of him since DM Torillan mentioned him back on Friday.


Serin Skald wrote:


Are we all presuming that Winterwalker is hors de combat? Haven't seen hide nor hair of him since DM Torillan mentioned him back on Friday.

I'm going to go ahead with just you four, as you are correct, I haven't heard hide-nor-hair from Winterwalker. If he pops up soon, I can add him in, but I won't wait too long.

Anyway, looks like we need Ferguth's posting, and we'll be ready to start soon. I'm at work tonite, and I work the overnight tomorrow as well (I work in a local ER) but I plan on reviewing and compiling the profiles for myself within the next day or two. I will post here with the In-Character link, and get this baby rolling!

I'm SO stoked for this! I hope I can make it enjoyable for all of you. Thanks for joining up. :)


Male Human Novice

the profile thing is new to me too...I don't know...do I need to make aa new account or what?

Sorry I wasn't on last night. I had friends show up and we ended up grabbing dinner and playing Carcassonne until 11pm. I'll see what I can do here...

EDIT: Never Mind....


Ferguth ap Garth wrote:

the profile thing is new to me too...I don't know...do I need to make aa new account or what?

Sorry I wasn't on last night. I had friends show up and we ended up grabbing dinner and playing Carcassonne until 11pm. I'll see what I can do here...

EDIT: Never Mind....

Don't worry. I'm working an overnight here in the ER, so I most likely won't have anything until at least tomorrow evening. Even if you don't get your profile made (I see you made your alias, so its just a matter of posting the stat block), I will most likely post the opening thread to get the ball rolling.


Test of die rolling, now that I've peeked in at another SW game to see how it might be done....

Serin fires his bow at some malcontent.

Shooting: 1d6 - 1 ⇒ (4) - 1 = 3
Wild: 1d6 - 1 ⇒ (2) - 1 = 1
Damage (if hit): 2d6 ⇒ (5, 6) = 11

Is the wild die affected by encumbrance penalties? I'd guess so, but SWEX seems unclear.

Serin tries to charm some barmaid.

Persuasion: 1d8 + 2 ⇒ (1) + 2 = 3
Wild: 1d6 + 2 ⇒ (3) + 2 = 5

Serin contemplates whether he has played the proper gentleman in each case.


Male Human

Yes you have it right, roll the skill/trait die and the wild die pick the better of the two then sum up the bonuses/penalties for your total.

For encumbrance I am going to place most of my stuff in a backpack, you can drop an item as a free action so I was planning on dropping the pack during combat although that could screw me if we need to flee mid-combat o.O


@ Ferguth - thanks for putting up your profile. I'll finish compiling info, then I'll post the link to the In-Character thread, most likely at some point tomorrow.

So far, the characters look great, and I like how simple the group tie-in worked!


Serin Skald wrote:

Test of die rolling, now that I've peeked in at another SW game to see how it might be done....

I didn't know they had a die roller here....awesome.

Shooting: 1d6 - 1
Wild: 1d6 - 1
Damage (if hit): 2d6

Hmm, I'm doing something wrong...

Ferguth casts magic missile at the darkness.

Shooting: 1d6 - 1
Wild: 1d6 - 1
Damage (if hit): 2d6


Chris Manos wrote:


I didn't know they had a die roller here....awesome.

Yeah, they added it a while back. Very helpful!

Anyway, when you guys do die rolls, go ahead and put them in spoiler mode, in case anyone can post before their initiative order is up. That way we can keep things moving somewhat, and no one will be getting in each others way. We started this on a PbP I was in, and it worked nicely.

Thanks, and I hope I can make this fun for you guys.


Chris Manos wrote:


Hmm, I'm doing something wrong...

Ferguth casts magic missile at the darkness.

Shooting: 1d6 - 1
Wild: 1d6 - 1
Damage (if hit): 2d6

You're forgetting to add the dice html code.

Start with something like this: {ooc]Shooting: {dice]1d6 - 1

Then end each row with this: [/dice}{/ooc]

That way the dice roller can differentiate between the rolls, and you get a result. And I purposely added the wrong bracket to show what you needed to add.

Shooting: 1d6 - 1 ⇒ (3) - 1 = 2

Hope this helps!


ah OK. Like I said...didn't know they added that and didn't kow how to work it. easy enough

Shooting: 1d6 - 1 ⇒ (1) - 1 = 0
Wild: 1d6 - 1 ⇒ (5) - 1 = 4
Damage (if hit): 2d6 + 1d4 ⇒ (5, 2) + (3) = 10


Chris Manos wrote:
ah OK. Like I said...didn't know they added that and didn't kow how to work it. easy enough

No problem! BTW, when you post, you will see at the bottom of the text window a line that says "BBCode tags you can use:" with a "Show" button next to it. Click the button to see how to set up the codes available on these boards.


DM Torillan wrote:
Anyway, when you guys do die rolls, go ahead and put them in spoiler mode, in case anyone can post before their initiative order is up.

Would that look something like this?

With a loud cry of, "Take that, you fiends!" Serin lets fly with an arrow.

Dice rolls:

I fire at the goblin attacking Ferguth, unless that one's already down, in which case I fire at the nearest one to me.

Shooting: 1d6 - 1 ⇒ (6) - 1 = 5
Wild Die: 1d6 - 1 ⇒ (2) - 1 = 1
Damage (if hit): 2d6 ⇒ (2, 4) = 6

EDIT: Ace-roll for the Shooting die: 1d6 ⇒ 4 -- total to-hit roll of 9, or a hit with a raise.

EDIT: Bonus damage for the raise: 1d6 ⇒ 5 -- total damage of 11. Ouch!

"I bet you a drink I bag more than you do, Rindilnir," he says with a smile.


"Then tonight I shall have a drink for free while you sing my victory!" says Rindilnir with a smirk.

Dice Rolls:
Use Wild attack +2 to fighting and damage, -2 to parry until next turn.
Attack Orc #1 with main hand.
Fighting:1d10 + 2 ⇒ (2) + 2 = 4
Wild1d6 + 2 ⇒ (5) + 2 = 7
If hit 2d8 + 2 ⇒ (3, 8) + 2 = 13

Attack Orc #3 with off-hand.
Fighting:1d10 ⇒ 4
Wild1d6 ⇒ 1
If hit 2d8 + 2 ⇒ (7, 8) + 2 = 17
damage die aced 1d8 ⇒ 3

Spend a bennie to reroll, Attack Orc #3 with off-hand.
Fighting:1d10 + 2 ⇒ (5) + 2 = 7
Wild1d6 + 2 ⇒ (1) + 2 = 3


Perfect!!

However...:

If you guys keep rolling this way, I may have to make things a lot tougher... ;-)

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