A very welcome there, and the slightest strong, very smart offense could land a stray grael, ugak, character, for kehana, or scurillian in irons. A dumb but because of the immense power spirited hero has a kraken mages can wield. They can fire The Red Men of Torath-Ka are savage crossbows, cannons, and even pistols, but very barbarians that look something like red-tinged rarely attempt to reload them.
Those who wish to neanderthals. They are massive brutes with dirty try must make a Smarts roll at It none of them polite. Half-ugak or— costs 2 points to raise their incorrectly—Red Man are the least Smarts during character offensive. Most who survive are raised levelling in secret by their parents or sold into opportunities to raise slavery from an early age. Such their Smarts rearing does little to improve their afterwards. They shunned by other are simple enough to obey races as savages.
Men are strong, as Ugak Raids are their half-breed children. They start A few years before the flood, ugak with a d6 Strength raids against southwestern Ograpog instead of a d4. They King Amemnus chased the Red Men back begin play with a d6 Vigor to their jungle highlands now Torath- instead of a d4.
It is considered rude to give a half-ugak a masaquani family name, but a few brave souls have done so regardless. Equais, Sachas, Kalsas, Weavas. Scurillians do not have last names. Attacking with one pincer experimented on them with a strange mix of does not incur a multi-action penalty, no matter elemental sorcery—and some say dark magic.
The what else they do that turn. Attacking with both creatures gained true sentience and revolted pincers inflicts a multi-action penalty on both against their creator. In effect, These strange creatures have never been fully the pincers act as an entirely separate creature. In addition to grasping arms, is one of constant irritation.
They find others dull hard shells, and telescopic eyes, they also have two and too-easily excitable. Their constant sharp, vice-like pincers. They have only 1 creatures in all of point of armor on their arms Caribdus. Scurillians gain no benefit from other armor unless it is higher than that of their shell.
Targeting an eyeball suffers a -8 penalty. A hit for at least 2 points of damage destroys that eye and makes the crabman blinded and Shaken. Tasks that require two hands, such as Arrogant Major Climbing, suffer a -4 modifier. Scurillians who take the One-Armed Hindrance Your hero doesn't think he's the best--he knows have lost either one of their humanoid arms, or one he is.
Whatever it is—swordsmanship, kung fu, of their pincers—their choice. One Eye Major Winning just isn't enough for your hero. He Your hero has had an eye gouged out by some must completely dominate his opponent.
Anytime nefarious villain in his past. He is the He suffers -2 to any trait rolls that require depth kind of man who disarms an opponent in a duel perception, such as Shooting or Throwing, jumping just so he can pick the sword up and hand it back from one mast to another, and so on. Hindrance, reducing Pace by 2 and running rolls Garrulous Minor are now a d4. See page 34 for penalty to his Swimming skill and Pace.
Neither are considered magical when Torquemada. During character creation only, your and Semi-Aquatic races. This Edge some might believe he was. In a world mostly covered in 50 fathoms of water, this Edge can be quite important.
Fire mages is granted if the foe is unarmed or using a knife or excel at pure destruction. Earth mages are defensive other small weapon. Wind wizards serve utilitarian a kehana with a cutlass Reach 0. See pages 43 through 48 for a list of available Improved Close Fighting spells. Requirements: Novice, Close Fighting Mages can master more than one element with Close fighters train to go for vital areas time and patience. See the Elemental Mastery Edge and weak spots for quick and lethal kills.
There is no honor among thieves, and Caribdus A character with this Edge still retains his gear has more than its fair share of scurvy dogs. Those from his service, or perhaps inherited it from a with this Edge will do anything to win out in a fallen companion or relative. The kraken bone sword and armor are formed This scoundrel is particularly good at tricks. Tressa tactical deceit. By describing the trick and lives in a magical island atop a geyser in the Teeth. From this day forward, the Power Edges character gains the Improved Arcane Resistance Edge which is not otherwise available in this Elemental Mastery setting.
As they advance in experience does not impart his brand to those who with no and wisdom, they may slowly learn to master intention of fulfilling their duties. The character is other elements as well. There is a steep price to pay expected to bring Torquemada a minimum of one for this, however. Legendary characters may take the Edge every other time they Merchant level instead. Requirements: Novice, Persuasion d8 Unfortunately, the elemental spirits are jealous A character with this edge is skilled in buying creatures.
Each additional element mastered and selling large lots of cargo for resale. A character who knows two elements Master Merchant suffers a -1 penalty, and one who knows three Requirements: Novice, Merchant suffers a constant -2 penalty.
If a water mage takes Elemental Mastery Fire , for example, he can now Musketeer use the elemental manipulation spell for both elements. At Some characters have a natural affinity with this point he has managed to strike a balance firearms, or have trained for years to load quickly between earth, fire, water, and air.
The spirits are even while under fire. He Characters with this Edge can reload a firearm may also choose spells from any of the four in a single action. They may walk while reloading, elemental schools. The Edge does not apply to cannon, only to personal arms. Even better, the chance of finding magical the lines down to avoid an otherwise nasty fall. Rope Monkey has two functions. The first is to Multiple Treasure Hounds have no additional allow a character on the exterior of the ship to move effect.
If successful, he moves to any other external area of the ship. The total price for carousing is This can also be combined with a Trick maneuver. A foe who wants to take his free attack at a Rope Monkey swinging out of melee must subtract 2 from his roll. The same applies to characters with First Strike—they suffer a -2 penalty to their Fighting roll.
Success means they take half the usual falling damage by grabbing onto ropes as they tumble. With a raise, the sailor manages to slide down a rope and suffers no damage. Scout Requirements: Seasoned Scouts have learned to watch the signs and trust their instincts when it comes to navigating Caribdus.
Anytime the Game Master draws a face card while traveling indicating a random encounter has occurred , a Scout may make a Notice roll at If successful, the Scout detects the hazard, creature, or situation at the earliest opportunity, likely giving his party time to avoid it or at least attack it on their own terms.
Gems and jewelry are easy The gear listed below is commonly available on enough to sell or trade, but unloading more Caribdus. Some of it is manufactured in the mundane items such as swords, muskets, and even Thousand Isles, some has been transported aboard ships can be a bit more tricky. One or two items can ships from Earth. A raise finds a buyer who will take it all for half the list price.
This roll may Currency only be attempted once per week. The standard currency of Caribdus is silver and Selling Ships gold coins.
Visitors from Earth equate these as Finding a buyer for a captured ship requires a pieces of eight and doubloons, and mix them freely.
Streetwise roll. Success means a buyer is found who Eight silvers equal one gold coin. This roll may be pieces of eight a month. This is actually more coins attempted once per week per port. Native coins are stamped with the image of old Players are well-advised to keep a savvy trader Ograpog or Kiera, the only two nations to mint in their crew so they can sell the many goods coins.
A candle blows out if the Compass 1 character holding it runs or in strong wind. Flask ceramic 5 1 Grappling hook and line: A grappling hook is Flint and steel 3 1 attached to a light line of variable length but Grappling hook 10 2 usually no more than 15 yards in length.
See the rules for Quiver holds 20 arrows or bolts 5 2 Fire in Savage Worlds. Rope 20 yards 5 15 Lantern, Bullseye: A bullseye lantern acts as a Leather satchel 10 2 regular lantern, but also has a shuttered reflective Map of Caribdus 1 hood that can focus light through a small opening. Whistle 2 - Oil 1 pint : Besides providing light when used Whetstone 5 1 in lanterns, oil can also be used as a weapon.
This is Clothing most commonly done by putting oil in a ceramic Normal clothing 20 — flask with a lit fuse. The flask is then thrown at the Formal clothing — target where it breaks and the fuse sets the oil Winter gear cloak 3 alight. The fire has a chance of spreading as usual. On a 6, the rope breaks First Mate — under the strain. Properly prepared torches last for one Sailor 50 — hour. Temporary torches can be made with some Super — wood, rags, and 1 pint of oil for every 10 torches.
Surgeon — These last half as long, however. Most armor weighs quite a bit more when carried rather than worn. Underground or indoors, the chance is reduced to a roll of on 1d6 to reflect the increased chance of breakage.
An opponent who wants to get off the hook must make an opposed Agility roll. Success allows Armor Notes him to rip free, but failure causes him to become Shaken. Armor is particularly dangerous in a water world. The weapon is quite difficult to master penalty and use the typical Toughness bonus for its and impossible to use in close quarters such as type. Parry bonus as the heavy chain merely wraps around spears, rapiers, and the like. Donning Armor Each ball is a separate attack, just as if the Ship marines sometimes leave their armor character had two weapons.
Attacking with both, stowed, donning it only when battle looms. Chain takes 2d6 minutes. Plate mail requires 2d6 x 5 minutes to properly attach. Discarding plate were manufactured. Most have been modified to the mail, for example, takes six full rounds. Moisture: Water is the enemy of gunpowder. Any time powder gets wet, roll 1d6 per shot. On a Hand Weapons roll of for damp conditions drizzling rain, wading through a deep stream , the shot is ruined.
If the powder was soaked heavy rain, swimming , Gaff each shot is ruined on a d6 roll of A gaff works just like a hook see below , but Overcharging: Both muskets and pistols may be requires two hands and has a Reach of 1. Those who lose a hand in combat or attack die regardless of the Wild Die for Wild to slipped rigging sometimes mount hooks as well. Cards means it has burst the barrel of the weapon Naturally, many sailors have fallen to fighting with and ruined it permanently.
Hooks have several benefits in combat. Others are scurvy pirates fresh from bloodletting in the Caribbean or the Spanish Main. A few are even corsairs from the rich Mediterranean. The darkest souls are slavers, trading human cargo across the merciless Middle Passage. The natives of this world are a very different sort.
By far the most dominant are the masaquani, who are nearly identical to humans, though perhaps a bit more exotic and varied in appearance. Winged atani are rare, as are crab-like scurillians and outcast half-ugaks. Savage kehana thrive in sunken volcanic flumes, or battle with the last survivors of their racial enemies, the lonely doreen.
Mysterious kraken scour the isles on some unknown quest, and massive grael harpoon deadly norwhales in the Cold Sea. Brutal Red Men roam the Thousand Isles for prey, or serve as cutthroats on the most bloodthirsty pirate sloops. Caribdus is home to many fantastic creatures. Giant crabs scurry along the reefs. Massive orcas prowl the cold depths.
Flocks of razor wings descend upon hapless sailors and cut them to ribbons. Here there be monsters. It was once several small continents with many prosperous cities, towns, and villages.
That was before the Sea Hags. The natives say a trio of witches, triplets with raven-black hair and eyes to match, were discovered working dark sorcery in the masaquani city-state of Ograpog.
With their dying breaths, the sisters cursed Amemnus and his beloved kingdom. As the tide rose, it began to rain. Whispers began that the rain would not stop until King Amemnus was dead.
The people of Ograpog turned on their liege and chased him to a great ledge overlooking the ocean. The king and his most loyal guards fought over the drowned ruins of their city, killing scores of their own citizens before finally being dragged screaming off the ledge—into the sea. Their horrid bodies filled with unlife and returned to the world as something far more powerful—the Sea Hags.
From this damned region come their minions—bloodthirsty pirates, horrors from the depths, and ghost ships filled with damned crews. No living being is safe as long as the Sea Hags and their minions prowl the Thousand Isles. A vague prophecy says a stranger will one day defeat them, but as yet, few have even tried.
Goods, corpses, shipwrecks, and the flora of millions of acres float upon this Flotsam Sea, miring ships that try to ply it in its soggy embrace. The Flotsam Sea has become the hunting ground of many foul creatures. A race of previously unknown ocotopoids dwell in the muck, as do hordes of drowned sailors who have risen from the depths as loathsome undead.
Still, good crews can escape this dread place. A few ships from Earth manage it every month. The Maiden Soon after the hags arose, visitors from another world began to arrive. The strangers claim a mysterious spirit resembling a crying girl drew them into a fierce storm. A World of Magic Caribdus is full of magic.
Wizards control the elements, magic artifacts abound, and bizarre and monstrous creatures walk, fly, and swim about the land. Even the geography itself seems enchanted. Elementalists A few races of the Thousand Isles have learned to control earth, fire, water, and air. Fire mages are much feared for their destructive power.
They launch balls of fire from their fingertips and are devastating to enemy ships. Water wizards are wanted on every vessel, for they can heal wounds, make sea water drinkable, and communicate with the many beasts of the ocean to aid in navigation.
Elementalists who have mastered the winds of Caribdus are the most valued of all. They can move ships even when becalmed, settle storms, speak with avians to find land, and toss aside enemy missiles with their fantastic mastery of the gales. Even visitors to the drowned lands— humans—can become masters of the elements, learning to harness wind, wave, sand, and flame for their own ends.
Blood Magic The ugaks practice something called blood magic that requires the sacrifice of sentient beings. Their shamans can summon flocks of razor wings, cast deadly bolts of black energy, and—it is rumored—summon physical manifestations of their jungle gods. Most thought it was something only the Red Men could master.
This is another mystery for the sages of the Thousand Isles. Theology Only the ugaks have gods. Other Caribduns believe in spirits and the afterlife, but do not worship them or have established religions. Many visitors still cling to their faith, but Earthly churches have gained few converts in the Thousand Isles. Introduction 5 Making Heroes Making heroes for 50 Fathoms is as easy as creating characters for any Savage Worlds game.
Perhaps the hardest part is figuring out what kind of character to play from so many adventurous choices. Once you do that, actually filling out your character sheet is a breeze.
Below are a number of common character types inhabiting the world of Caribdus. Common Folk: Not every great hero of the Thousand Isles has to start as a pirate or privateer. Some are ordinary men and women— carpenters, seamstresses, or craftsmen—who are caught up in extraordinary events. These souls are perhaps the greatest of all heroes, for they do not look for adventure, fame, or wealth, but deal with the dangers of the Thousand Isles out of necessity or to protect their friends and family.
Explorer: Caribdus is a changed land. Mountains are now islands and once inaccessible peaks are now within reach. Several explorers are known to be roaming Caribdus, mapping these new features and searching for new wonders. Hunter: The interior of most islands is ripe with game—some of which is more than capable of fighting back. Hunters explore the jungles, deserts, and mountains of Caribdus in search of meat to sell the towns and villages.
Some are solitary souls armed only with a single musket and a brace of pistols. Others lead hired skinners to cut up and rapidly transport the meat back to civilization. Inquisitor: Some characters are not what they seem. Inquisitors travel about in disguise, searching out elemental mages and learning their habits so that they can capture them and take them to Torquemada for confession and execution.
Beware if you choose to play an Inquisitor, however, for you will certainly be forced to betray those closest to you see page Marine: Marines fight from the decks of ships. They are well-trained in fighting and shooting, and the best have long muskets and metal armor which they don whenever a fight looms near. Merchant: The economics of the fractured world are still being discovered. Player character merchants travel the three seas attempting to discover new markets.
Pirates rarely attack crews who can fight back, preferring to prey on the weak for easy plunder instead. Privateer: Those who hunt pirates with official commissions from rulers or shipping organizations are called privateers. Theirs is a dangerous job, for pirates fear the noose and rarely surrender without a fight. They gather clues about the witches and chase tales that might tell them how to kill the hags and return the world to its former grandeur—or return the visitors to Earth.
Sailor: Not every sailor is a treacherous cutthroat. Some are honest seamen who simply prefer the roll of the ocean to work on land. Salvager: Many treasures lie on the sea floor waiting to be recovered by those with the ability to dive deep.
Doreen, kehana, and kraken can do so on their own, but other races need access to water magic to explore the depths. Salvagers scour the shallows looking for these finds, plumbing the depths of drowned cities, forgotten banks, or watery manors.
Sea Rover: These weapon masters are mercenaries who specialize in fighting aboard ships. They hire out their cutlass for a share of any treasure, and rarely care whether their employers are honest merchants or scurvy pirates. Their specific role depends on their specialty.
Fire mages are best used offensively, water mages can heal and hydrate sailors on long voyages, air mages ensure speedy trips, and earth mages are handy for ships destined for island exploration. These men must tattoo their arms with their given names, and carry a piece of paper sealed by one of the Great Ports as well.
Purchasing the necessary license, tattoo and seal requires a hefty fee, but supers are well-paid for their efforts. These dedicated souls are usually given extra shares or higher salaries for their valuable work. Those who gain some clue to their location—or better yet a map—search the Thousand Isles relentlessly for these treasures.
Whaler: Many men and women hunt the white norwhales of the Cold Sea or the smaller beasts that lurk around the isles. Grael make excellent harpooners, as do Red Men. The player character races of Caribdus, a brief description of their history, their benefits, and the rules for playing them are presented on the pages following this section.
Read through these and choose a race now. Besides the fact that your character should have a working knowledge of the other people of Caribdus, there are a few important clues to the backstory of 50 Fathoms hidden in the racial histories as well.
Unless a racial description says otherwise, your character starts with a d4 in each of his five attributes: Agility, Smarts, Spirit, Strength, and Vigor. You then have 5 points to distribute among them as you choose. You also have 15 points to buy your skills. It costs 2 points per die type to raise a skill over its linked attribute. The skills on the next page following are available in 50 Fathoms. See the Savage Worlds core rules for complete information on the skills and how to use them.
Any human who has been in the Thousand Isles for at least six months can read, write, and speak it, and has a free d6 in Knowledge Masaquani. Kehana and kraken have their own language, which they speak fluently. Player characters of these two races also have a free d6 in Knowledge Masaquani. Other races may buy Knowledge Kehana or Knowledge Kraken as usual if desired.
Parry is equal to 2 plus half your Fighting. Toughness is equal to 2 plus half your Vigor. If so, you may now use the points from them to gain one of the benefits below. You may take one Major Hindrance worth 2 points and two Minor Hindrances worth 1 point each. Think a bit about where he came from, how he survived the flood if a native, or how he came to the Thousand Isles if a visitor.
Atani Atani are tall, thin, glider-folk with wing-like membranes stretching from their arms to their sides. They have pinkish skin, all colors of hair and eyes, and are as free-spirited as the winds they float upon. Atani originated in the foot high boughs of carroway trees, once quite common around Caribdus. Unfortunately, carroway are exquisite white hardwoods that were ruthlessly harvested by masaquani.
The Kieran Empire in particular conquered many carroway forests, killing their inhabitants for the precious wood to satisfy a long line of greedy emperors. Before the flood, there were seven great carroway forests left in Caribdus. Now only one remains, Maroa, on the island of Cuwayo.
Only atani may live in Maroa, making it and the Kehana Flumes the only two exclusive settlements on Caribdus. The relative wealth of the atani have made others quite jealous. Names: Atani names tend to be graceful, like the atani themselves: Ras Araway, Vana Harran, and Kalas Sonway are all famous heroes of the glider-folk. They also gain a new Agility-based skill, Flying, at d6. This may be improved normally. A successful Flying roll during a round in which an atani glides allows it to stay level for that round.
It costs 2 points to raise their Strength during character creation, and they must dedicate two advances to raise their Strength afterwards. Characters 11 Doreen Smooth blue to gray dolphin-like skin and the fierce spirit of a hunter are the hallmarks of this semi-aquatic people. Doreen are hunters and nomads, following fertile fishing grounds and herds of giant seabeasts.
They typically erect temporary homes on nearby islands, then abandon them when food becomes scarce. They move frequently and must swim great distances to their new locations, so most own no more than they can easily carry on their bodies—including a sharp knife. They were eventually forced to leave their drowned island, but these natural swimmers had few boats.
They swam for leagues in a great herd while trying their best to keep the weak afloat and protect them from ravenous predators. There was no love lost between these two races—the savage fish-men hunted doreen whenever they caught one isolated and alone.
The tired gray-folk threw themselves on the mercy of the fish-men—and were slaughtered by the hundreds. The survivors fled south, tired and chased by the relentless and bloodthirsty kehana. Less than made it to the newly-formed island of Sprith. These days, most doreen prefer to live as hermits, hunting alone until they meet their inevitable fate. Some doreen try to find company, though even these lost souls are quiet shadows, alone even when surrounded by loyal companions.
Ship captains welcome these hunters as guides or as aquatic scouts. Their unfettered life style makes them easy travelers, and their 12 ability to quickly leap into the depths to unfoul anchors or fight off waterborne foes makes them a valuable addition to any crew. Names: Doreen are a sad race, for very few of them are left. Most have forgotten their tribal names, which were once short simple words that can be distinguished underwater such as Fayd, Klays, Trix, or Bak.
Sadly, there is rarely any reason to distinguish among multiple doreen these days. They take great pride in getting as close as possible before making a kill.
Every time a doreen kills a foe with a Strength and Toughness at least as high as his own including armor or other enhancements with nothing larger than a knife, he gains a Benny.
A doreen gains a Fatigue level after every 15 minutes he holds his breath. On reaching Incapacitation, the swimmer makes an immediate Vigor roll and another each minute thereafter to stay conscious.
If the roll is failed the diver has drowned. Once above water, he recovers one level of Fatigue every five minutes.
Grael Grael are gray-skinned humanoids with immense layers of fat, beady black eyes, and short, dull tusks. Their obese appearance belies their muscles, which grow quite large beneath the burden of their naturally blubbery skin. Grael live in prides composed of their immediate families. Most dwell in crude stone huts on the far northern island of Arfk, but many are recruited by pirates and the like for their brawn and so set sail for promises of booty and violence.
Names: The grael are unique in that they name themselves. When a baby grael first emerges from its mother, it clears its throat of embryonic fluid with a loud grunt. That grunt becomes its name, giving the grael such names as Rark, Flunk, Hok, and so on.
They suffer a —2 penalty when using any sort of mechanical device. They subtract 2 from Fatigue rolls made in extreme heat. It costs 2 points to raise their Smarts during character creation, and they must dedicate two advances to raise their Smarts afterwards. A grael gains a Fatigue level after every 15 minutes he holds his breath. Characters 13 Human Some natives see them as an infestation. Others as saviours. The truth is that humans are like any other race.
Some are as pure as the snows of Arfk while others are as black as the Coaker Mountains. Though they come from many places and many times, all humans have one thing in common—they were brought into Caribdus by the Maiden. At some point in their life they boarded a ship. A thick mist rolled in and the captain and crew heard what sounded like a woman crying. They pushed through the fog, expecting to find a lone survivor of some tragic shipwreck.
Instead, they saw only the ghostly outline of a young girl. She hovered above the sea, weeping loudly—but as if through a distant doorway. The sailors pressed on, whether toward her or away from her, and found themselves in unfamiliar waters. A storm approached as if from nowhere, suddenly surrounding the vessel and threatening to tear it to splinters. At this point tales often diverge. Some ships never made it out of the Flotsam Sea, but survivors were picked up by scavengers long after.
Other vessels pressed through the green morass and were attacked by long-dead sailors crawling up the bow from the depths, or alien octopons. Any person who ever set foot on a ship can be drawn into the mists by the Maiden. Only children of 13 years or younger can be natives. Humans and masaquani can produce offspring as well. Humans and other races, even the atani, do not produce offspring, though matings are commonplace.
Language is a major barrier to those who first arrive in Caribdus. Fortunately, the tongue spoken by the rest of the world is masaquani, and it is quite easy for humans to learn. They must meet the requirements of the Edge as usual. T h e y b e g i n p l a y w i t h K n o wl e d g e Masaquani at d6, allowing them to engage in normal conversations, but not duplicate specific regional accents.
Kehana have many colors, much like the fish from which they ascended. Most are gray, blue, or deep red in color, though some are jet black and others have vibrant stripes or spots of yellow or green. All have short fins that run from their brows to the small of their backs, and this can be many different colors as well.
Sharp teeth and fish-like eyes are their most prominent facial features. They tend to dry out quickly, however, and die if denied hydration. The most famous example of their cruelty occurred when the last of the doreen swam to their flumes and asked for shelter.
The kehana feasted on the gray folk for days, then chased the survivors south until they were finally overtaken or escaped. Kehana heroes are those who have left their race to join the surface world. They have grown tired of the water-world, or perhaps have even decided the fish-folk are backward savages.
These self-appointed exiles want to be more like the surface races—particularly humans and masaquani. They rarely rename themselves, but are often given names by others— usually visitors who delight in giving them inappropriate monikers. Reginald, Red Stripe, Harold, and so on have all graced the fish men. They may speak underwater as well. Kehana begin play with a free d6 in Swimming. The day after that, they perish.
Most kehana simply jump in the ocean and drink of the sea around them to avoid this fate. Atani, humans, masaquani and the more civilized races find this disgusting.
The fish men suffer —2 to their Charisma, except among other kehana. Kehana suffer a —4 Charisma penalty when dealing with doreen. Characters 15 Kraken Kraken are tall, slender, red to purple-skinned humanoids with squid-like features.
Though they are ill-liked by most for their aloof and mysterious ways, many are naturally gifted elementalists. Page of 1. Filtered by:. Previous template Next. I grabbed the pdf off of drive thru rpg, but I've noticed that the scans of the main 50 Fathoms map are so low res that I can't make out the port names on the map.
I suppose it looks better in print, and some port names I can sort-of make out when comparing them to entries in the Gazeteer. Subscribe to get the free product of the week! One-click unsubscribe later if you don't enjoy the newsletter.
Log In with Facebook. Log In I am new here. Remember me. Error: No match for email address or password. Password forgotten? Click here. Advanced Search. From Pinnacle Entertainment. Average Rating 15 ratings. Customers Who Bought this Title also Purchased. Reviews 2. Please log in to add or reply to comments. Lee L. The players guide is a brilliant addition to this as it adds an option for the players to build characters and learn the world of Caribdus without revealing all the background [ Idle R.
It introduces a hefty selection of new Edges and Hindrances, gear, and setting rules that really bring out the swashbuckling theme. The [ Log In with Facebook. Log In I am new here. Remember me. Error: No match for email address or password. Password forgotten? Click here. Advanced Search. Savage Worlds Adventure Edition. From Pinnacle Entertainment. Average Rating ratings. Customers Who Bought this Title also Purchased.
Reviews Please log in to add or reply to comments. Is there a Print On Demand copy in the future? Thanks and let us know. I read below - Pinnacle doesn't offer POD. We will see. We don't do POD The sticky note on the front allows you to print it for yourself Ok Yeah - that's great! Will do! I don't know why I didn't think of that I can't justify spending that.
Unless something can be done about the exorbitant shipping costs, I presume POD would not matter. If you're in the USA, that is. It is considerably more expensive when you need to have it shipped to continental europe. I've used Savage Worlds a few years back and liked it for what it was - a miniature game with basic RPG rules for social encounters.
I always felt some things were missing. This edition addresses all my issues I had - I like the social conflict rules, the new skills, adjusted edges and removal of a lot of situational modifiers. Also, it is nice to see the card decks are finally made available - everything is so convincing that I bought the big box with all the content available.
I'll find out soon, if I love this edition or will like it as I did the older ones. But all stars are aligning towards a new found love. If you have a setting in mind these are the rules to play it. I have the previous edition and like it don't love it. Though it is my first choice when I want to throw minis down on a mat. I am very curious as to what is different in this edition.
I have heard that some of the edges are different, I sort of hope that they got rid of static bonuses, which I felt were way too common in the addition I have.
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