Showing posts with label RPG Chopshop. Show all posts
Showing posts with label RPG Chopshop. Show all posts

Thursday, February 2, 2017

RPG Chopshop: More Meat On The Block

As always, I'm more or less constantly working on various conversions and side-games. It seems to be my default state.So here's the lowdown on what I've been making since the last chopshop post:

First, I've updated and improved my Shadowrun conversion to Savage Worlds. A bit cleaner on the Matrix rules (aren't those always the problem with Shadowrun rules?) and some slight tweaks here and there. New rules are here: Savage Shadowrun

Ever heard of an RPG called Double Cross? It's an interesting Japanese conspiracy/superhero game where characters are granted superpowers by a world-wide virus that could eventually transform them into mindless monsters. The original system is interesting but didn't quite appeal to me but I quite like the setting (sort of a cross between Men In Black and Generator Rex) so I created two conversions for Double Cross, a still-in-progress version for Savage Worlds and a much higher-powered version for my own Badass Kung Fu Demigods system: BAKFDG Double Cross

Finally, I think I've mentioned it before but I've also been doing a bit of work on a semi-"classic" dungeon adventure RPG called Olde-Skool, which uses the PDQ system with a simple set of class rules and a magic system I'm fairly proud of. Check it out: Olde Skool

And for an extra tiny, compact RPG system here is a one-page madlibs system: Madlibs RPG

Currently working on another conversion, this time its Gamma World (based mainly on the extremely goofy version built to work with 4th edition D&D), using Savage Worlds. Got Edges, origins and Omega tech finished, still working on powers and Alpha Mutations.

Of course, I've also been working on my main stuff, Badass Kung Fu Demigods, but we'll get to that soon.

Sunday, December 27, 2015

Almost two years...

Been a while hasn't it? Last couple of years have been...rough to say the least. Sadly the fact that I'm popping up here doesn't mean everything is better now. I'd say that there's some hopeful developments but it seems like every time I express any optimism some new horrible thing happens. 

But I'll try to avoid getting too deep into that. I've returned (I say like anyone really notices the absence) because despite the trials of the last few years I've still had the chance to work on some RPG projects and several of them are coming along quite well. Sadly I haven't had the chance for any actual gaming in the past 6 months or so and this serves as a kind of vicarious gaming experience for me. 

So, with a bit of extra free time at the moment I figured I'd start posting here again, hoping to keep the project's momentum going. Theoretically this will be a kind of "development blog"...except I'm already approaching the final draft on these games. But I do think typing out my thoughts and reasoning might help me get those last few pieces in place. 

So, what have I been doing with myself? 

Well, first and foremost a couple of entries in the "RPG Chopshop" category. 

Dark Sun/Savage Worlds: I know what you're thinking, "didn't you do this already?". Yes, I did already have an entry on my Athasian conversion for Savage Worlds, but since then I've had a chance to refine and expand the conversion a bit. The final product is a 29 page PDF available here: Savage Dark Sun. In addition to serving as a setting document for Dark Sun it also includes some Edges that'll be generally useful for any Savage Worlds fantasy game, including some Legendary Edges I'm quite proud of.

Shadowrun/Savage Worlds: During the time of silence I ran (or started to run...sadly it got interrupted) a game of Shadowrun with my main gaming group. Not being a fan of the normal Shadowrun system I decided this also needed to be run in Savage Worlds. However, most Savage Worlds cyberpunk games out there don't properly scratch my itch, so I decided to make my own. The result is a much more ambitious 96 page conversion (with nifty custom character sheets): Savage Shadowrun. This is kind of my personal take on the Shadowrun universe, cherry-picking different setting elements (wireless and AR exist, but VR is much better, older-style Shaman vs Mage casting dichotomy, etc) and including a more in-depth character creation mechanic (using Shadowrun's Priority concept) and a bit of blatant gear-porn.

PDQ Scion: Finally, we've got a quicker and dirtier 10 page conversion of Scion to the PDQ system: PDQ Scion The system is based on Truth and Justice with some of my own modifications based on my work with the PDQ edition of Acthung! Cthulhu. 


But what I really want to talk about are my original games, especially a new one that hasn't yet appeared on this blog at all. I'll get into those with my next post which will, hopefully, not be another two years from now.

Sunday, October 14, 2012

Getting Organized: RPG Chopshop


I'm trying to sweep up a bit, get things organized and so on. So I'm going to create a few posts where certain categories can be easily stored. This post will serve as the repository of all my RPG tinkering and system conversions.



PDQ
  • Costume Quest For PDQ 
    •  An unofficial table-top conversion of Double Fine's awesome Halloween game. 
  • PDQ# for Star Wars
    • A brief guide for using PDQ# to play Star Wars
  • PDQ Exalted 
    • An over-ambitious Exalted conversion, includes charms and sorcery for Solars, Lunars, and Dragon-Bloods
  • Tomb Of Horrors for PDQ 
    • The Tomb of Horrors with rules for PDQ, Pathfinder and Savage Worlds.
 

Savage Worlds
  • Savaged Eberron
    • The Eberron setting for Savage Worlds, includes races, edges and arcane backgrounds. 

Tuesday, April 24, 2012

Savage World of Athas: Monsters and Powers

Just puttering around with my Dark Sun conversion and decided to convert and post some of the more iconic monsters of the Dark Sun setting in Savage Worlds form. While I worked on that I noticed a lot of psionic powers/spells which are interesting and should certainly be converted but they don't have an easy Savage Worlds equivalent. So in addition to the monsters there are some new Savage Worlds powers inspired by the process. The powers on the monser entries marked with a * are new and are detailed at the end of the post.


Thursday, February 2, 2012

RPG Chopshop VIII: Savage Aberrant 2

A while back I was trying to convert Aberrant to Savage Worlds. Originally I figured it would be pretty fast and simple, but I ended up making it a fairly big project. So here's the full-sized Savage Aberrant conversion (well a full 25 pages or so).

Sunday, October 2, 2011

Savage Eberron Finale

Powers

For the most part the Arcane Backgrounds in Eberron may be unchanged.

Wizards and Sorcerers
Wizards and Sorcerers use Arcane Background (Magic) or Arcane Background (Ritual Magic).

Divine Spellcasters 
Divine spellcasters of course have AB (miracles) however in Eberron there are no sins. However if the caster rolls a 1 on their Faith dice they suffer a crisis of faith which drops their Faith trait by one die type until they next successfully perform a miracle. If Faith is dropped below 1d4 then the caster cannot perform a miracle again until they successfully atone (in whatever way is appropriate to their faith). Divine spellcasting also requires an object of faith: a holy symbol, prayer book or something similar.


Bards
You may use the Troubador version of AB (miracles) or simply assume that a bard is a character who happens to be a skilled performer and has also dabbled in some form of magic, taking AB (magic) or (ritual magic).

Monks
Monks use the Chi Mastery Arcane Background from Deadlands. Essentially it functions like Super Powers but with some additional benefits and limitations. First Chi Mastery grants 2 Powers when purchased and while each Power requires its own skill the character automatically receives a score of d4 in that skill for free. However Chi Mastery only grants access to a small list of Powers. Powers marked with a * can only target the monk or their possessions but may be activated as a Free action.
Powers: Boost Trait*, Confusion (touch only, Spirit roll to resist), Deflection*, Draining Touch, Fly (via extreme leaps, balancing. must start and end each round on a solid surface)* Healing (self only), Lower Trait (touch only, -2 to resistance rolls), Quickness*, Smite* and Speed*.


Psionics
Psionics use the standard AB (Psionics).


Artificers
Artificers use their own Arcane Background (Infusions) and use the Magecraft (smarts) skill for casting. The Infusions AB functions much like the Blessed of the deadlands setting. Artificers do not choose Powers, instead they may draw from any powers that they are high enough rank to cast. However they suffer a -2 penalty per Rank of the power (-2 for novice, -4 for Seasoned, -6 for Veteran, etc). Artificers do pay the normal PP cost for their powers and they start with 15 PP. Infusing an object is also a slow process, artificers cannot take multiple actions on a round when they use an infusion and may only move half their Pace. 
  Infusions may only be used on objects or constructs, not creatures. When an artificer rolls a 1 on their Magecraft skill the power runs wild and the object suffers 1d10 damage per Rank of the power.

Powers:Armor, Boost Trait, Darksight, Deflection, Detect/Conceal Arcana, Environmental Protection, Farsight, Light, Quickness, Repair (functions as Healing but only affects objects or constructs, ignores the Golden Hour), Smite, Speed, Wall Walker, Warrior's Gift.

those with AB (infusions) may purchase the Mcgyver Edge (they may create objects with any Power they choose, not limited to standard infusions) as well as several others unique to them:

Artificer (Professional)
Requirements: Novice, AB (Infusions) Smarts d6+, Infusions d8+, Knowledge (occult) d8+, Repair d6+
  You receive a +2 bonus to your Repair skill and may use Repair to fix damaged magical items. When using an Infusion the base duration of the spell is doubled for every raise the character scores.

Master Magecraft
Requirements: Novice, AB (infusions), Smarts d8+, Infusions d6+
  You receive a +2 to all Magecraft rolls.

Rapid Infusions
Requirements: Novice, AB (Infusions), Smarts d8+, Infusions d8+
  Your infusions are faster and simply require a standard action and you may use multiple actions as normal.

Saturday, October 1, 2011

Savage Eberron Part 2

Edges

Background Edges
 
Arcane Background
   Unlike other Background Edges you may purchase the Arcane Background Edge after character creation. It is also possible to purchase more than one Arcane Background but each has a separate "pool" of Power Points which can only be used for powers from that particular Arcane Background. When purchasing Edges like Extra Power, Extra Power Points, Rapid Recharge, etc the Edge must be purchased for a specific Arcane Background and only provides its benefit for that particular background. Information on the different Arcane Backgrounds in Eberron is found in the Powers section.   

Improved Plating
Requirements: Warforged
   You were built with superior materials which improves your natural armor. However the heavier plating can encumber you if you are not strong enough. 
  • Darkwood: Your armor bonus increases to +2. You suffer no additional encumbrance and your wooden body does not hinder druidic spellcasting and means you are not particularly vulnerable to effects that target metal. 
  • Mithral: Your armor bonus increases to +3. This adds 25 lbs of additional weight which cannot be removed. 
  • Adamantine: Your armor bonus increases to +4 and negates 1 point of AP. This adds an additional 60 lbs of weight which cannot be removed.
Elite Shifting
Requirements:  Shifter
   Your lycanthropic bloodline is exceptionally potent and when you are shifting the change is more noticeable and intense. When shifting the associated Attribute increases by 2 steps rather than just one and the duration is doubled. You also gain 1 point of armor against any non-silver weapons while shifting. 

Combat Edges

Fortification
Requirements: Veteran, Vigor d10+, Warforged
   You have purged all organic material from your system. You become a full Construct (increasing the bonus to recovering from Shaken by 1 and ignoring extra damage from called shots). However you can no longer benefit from any magical healing that is meant to work on living creatures or benefit from any ingested magical items or substances (such as potions). Your Charisma also decreases by 2. You still suffer Wound penalties (their joints and metal "muscles" are delicate enough to be hindered by damage) but the penalty is decreased by 1.
 
Powerful Charge
Requirements: Novice, Strength d8+, Fighting d6+
   If you Run and make a Fighting attack at the end of the Run (taking the normal multi-action penalty) then you inflict an additional 1d6 damage. 

Improved Powerful Charge
Requirements: Seasoned, Powerful Charge, Fighting d8+
   As above but the additional damage increases to +1d10

Unstoppable Juggernaut
Requirements: Seasoned, Powerful Charge, Warforged, Vigor 1d6+
   You may Run and make a Fighting attack you suffer no multi-action penalty, in fact if you move at least 6" you receive a +2 bonus to your Fighting roll. These benefits only apply if you move in a single straight line.

Professional Edges

Champion
   Champion functions normally, however those with the Druid edge (see below) may choose to use apply the benefits of the Champion Edge when battling creatures from Xoriat and those touched by its corruption. 

Druid
Requirements: Novice, AB (Miracles), Spirit d8+, Knowledge (nature) d8+
   Druids are spellcasters who call upon the forces of nature rather than gods. This edge represents initiation into one of the ancient druidic orders and access to the raw power of nature. Druids receive a +2 bonus to Knowledge (Nature) rolls and any Persuasion or Intimidate rolls made against natural animals. They also add the following spells to the available spell list for the normal Miracles Arcane Background: Beast Friend, Burrow, Elemental Manipulation, Entangle (plant based trappings) and Shapechange (natural animals only). They may also purchase the Barrier, Bolt and Blast powers with elemental rather than Holy trappings. In addition druids may choose a druidic order which grants additional benefits (a druid may choose to be unaffiliated but they lose any additional benefits). 
  • Ashbound: Associating with and aiding those with AB (Magic) is considered a sin. Tolerating the advance of civilization into natural territory is also sinful. You receive a +1 bonus to rolls made to resist Powers from that Arcane Background and +1 to toughness against damaging powers from the AB.
  • Child of Winter: You may add +2 to your Faith roll when casting Beast Friend and Shapechange so long as you are targeting or transforming into an insect or arachnid (normal or giant size). Children of Winter cannot use the spells Healing or Greater Healing and attempting to save the life of another is a sin.
  • Gatekeeper: When using an offensive Power against a being from Xoriat (or creatures warped by Xoriat) then you receive a +2 bonus to the Faith roll. Permitting the spread of Xoriat or the harmful influence of other planes on Eberron is a sin.
  • Greensingers: +2 to any Knowledge rolls related to other planes and +2 Charisma when dealing with creatures from other planes. It is a sin to attempt to sunder the connection between planes. 
  • Warden of the Woods: When fighting in a forest all attacks against you suffer a -1 penalty. +1 to Climbing and Swimming. Causing conflict between nature and civilization is sinful. 
Exorcist of the Silver Flame
Requirements: Seasoned, Spirit d8+, AB (Miracle), Holy Warrior, Faith d8+, Silver Flame worshiper.
   Silver Flame Exorcists are the greatest champions against demons and spirits of darkness. When using their Holy Warrior ability an Exorcist can spend an additional Power Point to inflict a -2 penalty to the target's Spirit roll. The Exorcist may also bless a particular weapon to serve the power of the Silver Flame. The weapon must be in the Exorcist's possession for at least 24 hours and the Exorcist can only have one such weapon at a time. The weapon is treated as magical and silver and receives a +1 bonus to damage in the Exorcist's hands.
 
Extreme Explorer
Requirements: Seasoned, Spirit d6+, Climbing d6+, Notice d6+ Survival d8+, Swimming d6+
   Extreme Explorers are dedicated to exploring the dark, lost places of Eberron. They receive +2 to Climbing and Swimming rolls and a +2 bonus to any Agility rolls to avoid hazards or traps (natural or man-made) and a +2 to Vigor rolls made to resist poisons and diseases. 

Weird Edges

Least Dragonmark
Requirements: Novice
  You have manifested a dragonmark somewhere on your body. The Dragonmark is effectively a minor Arcane Background which grants a single Power. Rather than using a Spellcasting skill the Dragonmark's Power may activated with a Spirit roll. You may select a single power from the Dragonmark's list and receive 10 Power Points which recharge at the normal rate. The Dragonmark also provides a bonus to a single Skill roll.  (note: on review there is barely any thematic difference between the Mark of Detection and the Mark of Finding and in a system without much granularity like Savage Worlds it becomes even harder to tell the difference. Thus for these purposes I am removing house Medani and simply assuming Tharashk fills both roles. Also restricting it to just Orcs because Humans have plenty already).
  • Finding (Orc): Detect X. You may select one substance, force or type of being (common examples are magic, metal, poison, undead, etc) when purchasing this Edge. The power functions as Detect Arcana except that it can be used to detect through barriers: (Smarts) feet of wood or dirt and (Smarts) inches of stone. More than an inch of metal blocks the power. It cannot be reversed to conceal. +1 to Notice.
  • Handling (Human): Beast Friend or Slumber (animals only). +1 to Riding.
  • Healing (Halflings): Heal or Succor. +1 to Heal.
  • Hospitality (Halflings): Unseen Servant (creates an invisible servant with a d4 in all Attributes and no skills, 1 PP, 1 hour duration/1 PP per additional hour) or purify food and drink (one meal's worth per PP, acts as a dispel against magical contamination). +1 to Persuasion. 
  • Making (Humans): Mending (see Powers) or Armor (only increases the Toughness of objects but duration is in hours rather than rounds). +1 to Repair. 
  • Passage (Humans): Speed or Summon Ally (can only summon horses or other riding animals). +1 to Survival.
  • Scribing (Gnomes): Arcane mark (1 PP, creates a permanent symbol), Speak Language or Whispering Wind (message of up to 25 words. Range is 1 mile per PP spent). +1 to a single Knowledge skill of choice.
  • Sentinel (Humans): Armor or Deflection. +1 to Intimidate. 
  • Shadow (Elf): Obscure (darkness) or Disguise. +1 on Investigation.
  • Storm (Half-Elf): Obscure (fog) or Gust of Wind (Burst but can only Shake. Shaken targets are knocked 1d4" away plus 1d4" for each Wound that would have been inflicted). +1 to Boating.
  • Warding (Dwarves): Arcane Lock (seals a door magically to all but designated targets. Increases Toughness by half Spirit. 3 PP. Permanent) or Alarm (creates a magical trap which creates either a loud noise. 1 PP per 1" area warded. Permanent or until triggered). +1 to Lockpicking.
Lesser Dragonmark
Requirements: Seasoned, Least Dragonmark
  Lesser Dragonmark functions allows you to select a new Dragonmark Power either a second power from the Least Dragonmark or a new Power from the list below. The power point supply for Dragonmark powers increases to 15 and the you gain a +1 bonus to Spirit rolls to activate your Dragonmark powers.
  • Finding: See Invisibility (2 PP. Duration 3 (1/rnd). Allows you to ignore invisibility or blurring Powers) or Locate Creature/Object (designate a specific creature, a specific object or a class of objects and it will provide a sense of the correct direction so long as the target is within 150 yards. 3 PP, duration 1 minute (1/minute)). 
  • Handling: Boost/Lower Traits (animals only) or Summon Ally (animals only). 
  • Healing: Boost Traits or Wound Transfer (5 PP. Suffer unsoakable Wounds to heal a like amount of Wounds to touched target.). 
  • Hospitality: Create Food and Water (2 PP per meal's worth of food) or Secure Shelter (as Environmental protection but shields and immovable Large Burst). 
  • Making: Creation (creates an object. Cost is per 5 pounds based on material 1 PP for wood, cloth or soft materials, 2 PP for stone, 3 PP for metal. duration: 1 hour plus base PP cost per additional hour) or Barrier (formed of physical materials).
  • Passage: Teleport or Levitate (as Flight but only allows movement up and down. PP cost is 2/4).
  • Scribing: Illusory Script (5 PP. Creates a special runic message that only specific targets can read. All others must make a Spirit roll at -2 or forget about the existence of the message entirely. Duration: Smarts days) or Relay Message (4 PP +1 PP per mile. Allows conversation between you and a willing, known subject. duration: 1 minute (1/minute)). 
  • Sentinel: Magic Resistance (4 PP. duration: 3 (1/rnd). grants Arcane Resistance or improved arcane resistance on a raise) or Barrier (glowing force wall). 
  • Shadow: Illusion (4 PP +size. Creates an illusion of a creature or object. Animating the illusion requires an action. Duration: 3 (1/rnd)) or Scrying (4 PP. Scries on a known or named target. Duration 3 (1/rnd)). 
  • Storm: Sleet Storm (6 PP. combines the effects of Obscure and Entangle) or Wind's Favor (3 PP. creates a strong wind which can help or hinder ships. +2 or -2 to pilot or boating rolls. Duration 1 hour (1/hour)). 
  • Warding: Concealment (works as Conceal Arcana but protects against any form of magical detection automatically. targets a single creature or object) or Warding Glyph (creates a magical trap. When triggered it explodes in a Small Burst for 3d6 damage. 10 PP. permanent until triggered). 
Greater Dragonmark
Requirements: Veteran, Lesser Dragonmark
  The power point supply for your Dragonmark increases to 20 PP and the bonus to your Spirit roll to activate the power increases by 1 to +2. You may choose a new Dragonmark Power from either the Least or Lesser list or from the list below.
  • Finding: True Seeing (5 PP. Duration: 3 (1/rnd). You are immune to any and all illusion-based effects). 
  • Handling: Growth (animals only).
  • Healing: Greater Healing
  • Hospitality: Heroes Feast (Functions as Boost Trait but benefits up to 1 person per PP spent. Duration is 8 hours and the feast takes 30 minutes to consume).
  • Making: Fabrication (constructs an object from raw materials instantly. Cost is per 50 pounds of the final object. 1 PP for wood, 4 PP for stone or 8 PP for metal). 
  • Passage: Fly or Greater Teleport (triple normal cost but distance is in units of 100 miles or 150 miles on a raise. Carrying multiple passengers also does not cause fatigue). 
  • Scribing: Sending (sends a message any distance to a known, named or described target of up to 50 words. The subject may respond in a like manner. -2 if the subject is on another plane. 10 PP).
  • Shielding: Invulnerability (10 PP. You may make a free Soak roll against all damage. Duration 3 (1/rnd). 
  • Shadow: Prying Eye (summons 1 invisible floating eye per PP. The eyes have all stats at a d4 and an Stealth and Notice skill of 1d12 and can fly at 12". All they see is transmitted back to the caster. Duration: 3 (1/rnd)) or Summon Ally (formed of illusion and shadowstuff). 
  • Storm: Control Weather (summons or disperses a specific weather phenomena over the next 10 minutes which lasts for 4d12 hours (this can Ace). Particularly rare or violent weather inflicts a -4 penalty. 20 PP).
  • Warding: Greater Warding Glyph (20 PP. The glyph can produce the effect of any other offensive spell that requires 6 PP or less. The spell is triggered when the trap is set off). 
Legendary Edges

Heir of Syberis
Requirements: Legendary, may not have a dragonmark already
   You manifest a Syberis Dragonmark of incredible power. You receive an additional Benny every session and you may activate your Dragonmark by spending a Benny. The effects of the dragonmark depend on the type:
  • Finding: You may determine the exact current location of an individual or object. No form of defense can block this detection. You must either have seen the creature or object or have a possession of theirs in hand.
  • Handling: You may summon a natural animal of enormous size. The animal is a Wild Card who has been subjected to Growth until they reach Size +6. The animal always has the Hardy trait and serves you loyally for 5 minutes. 
  • Healing: You automatically heal a single creature 2 wounds, cure the effects of a disease or poison or raise a single creature from the dead (so long as they have not been dead longer than 1 hour).
  • Hospitality: You may create an area of enforced peace, centered on you. The area is up to 20" in radius and anyone within the area or trying to harm a creature within the area must make a Spirit roll at -4 to go through with the action. Once someone in the area has been harmed it breaks the spell, otherwise it lasts for 1 hour. 
  • Making: You may make up to 500 pounds of organic materials, 250 pounds of stone or crystal, or 125 pounds of metal. The material lasts for one hour and can take any shape you wish. 
  • Passage: You may teleport yourself and up to your Spirit in additional passengers anywhere in the world so long as the destination is at least described accurately to you.
  • Scribing: You may create a special rune that lasts until touched or read. Once activated the character who activated the rune must make a Spirit roll at -2 or become instantly Incapacitated (rolling Vigor as normal). 
  • Sentinel: You may surround yourself in mystical armor. This raises Strength and Vigor by 2 steps and grants +4 armor and +4 to any rolls to resist magical effects. This lasts 10 minutes. 
  • Shadow: You may create an illusionary double woven from shadows. The double has identical stats except it is an Extra and it is Ethereal. The double cannot directly affect the physical world or manifest any powers that you may possess. While the double exists you cannot move or take any other actions and you can see and hear everything around the double. If the double is destroyed then you are Shaken.
  • Storm: You create a tremendous thunderstorm in the sky above you. Each round you may target any creature you can see with a lightning bolt (use Spirit in place of an attack sill). The bolt inflicts 3d6 damage. The storm endures for 10 minutes but you can only summon a number of bolts equal to your Spirit. 
  • Warding: You create a barrier of dazzling magical energy. This functions as a Barrier spell (the barrier has Spirit x2 1" sections) with a Toughness of 15 and Heavy Armor. The barrier also inflicts 2d8 damage to anyone who touches it. 

Next update will include powers and arcane backgrounds. 




Friday, September 30, 2011

RPG Chopshop VII: Savage Eberron

I've always thought that Eberron and Savage Worlds would make a great match. Let's see what I can throw together.

Races

Humans
  • Talented: Humans receive a free Edge and 2 free Skill Points at character creation. 
Changelings
  • Born Liars: Changelings receive a +1 bonus to Persuasion rolls that involve lying. 
  • Minor Shapechange: Changelings may change their shape in limited ways to appear to be another person or race. The disguise cannot significantly change their Size (no more than one foot larger or taller) but it can be used to appear thinner or fatter, change hair and skin color, change gender, etc. Determining that the changeling's form is false requires a Notice roll at -6. Changelings in an appropriate disguise receive a +2 to any rolls to impersonate specific individuals. This ability cannot grant any racial abilities such as armor, natural attacks, etc. 
 Dwarves
  • Tough: Dwarves start with a d6 Vigor rather than a d4. 
  • Infravision: Dwarves suffer only half the normal penalties for darkness.
  • Arcane Resistance: Dwarves receive the Arcane Resistance edge for free. 
  • Slow: Dwarves have a pace of 5".
Elves
  • Agile: Elves start with a d6 Agility rather than a d4.
  • Low Light Vision: Elves ignore penalties for Dim or Dark lighting. 
  • Keen Senses: Elves start with a skill of d6 in Notice for free. 
 Gnomes
  • Cunning: Gnomes start with a Smarts of d6 rather than d4.
  • Tough: Gnomes begin with a Vigor of d6 rather than d4. 
  • Infravision: Gnomes suffer only half the normal penalties for darkness. 
  • Arcane Talent: Gnomes receive a +2 to resisting any spells with illusion trappings. If they have an arcane background then they receive a +1 bonus to any spellcasting rolls for spells with illusion trappings. 
  • Small: Gnomes have a Size of -1, decreasing their Toughness by 1. 
  • Slow: Gnomes have a Pace of 5"
 Half Elves
  • Talented: Half-elves start with either a bonus Edge or 2 free skill points.
  • Low Light Vision: Half-elves ignore penalties for Dim or Dark lighting. 
  • Natural Charm: Half-elves have +2 to Charisma. 
Halflings
  • Agile: Halflings begin with a d6 Agility. 
  • Spirited: Halflings begin with a d6 Spirit. 
  • Lucky: Halflings receive an additional Benny every session. 
  • Small: Halflings are Size -1, decreasing their Toughness by 1
Kalashtar
  • Willpower: Kalashtar start with a Spirit of d6. 
  • Dual Mind: Kalashtar receive a +1 bonus to resist mental attacks, mind control, possession or any similar effects due to their twin spirits. Kalashtar also do not dream and thus are immune to any powers or abilities that involve dreaming. 
  • Psionic Talent: If the Kalashtar takes the Psionic Arcane Background they receive 5 free Power Points. 
Orcs
  • Strong : Orcs begin with d6 Strength rather than d4. 
  • Large: Orcs are Size+1 which increases their Toughness by 1. 
  • Infravision: Orcs halve penalties for lighting.
  • Ugly: Orcs have naturally aggressive and rough personalities as well as features most other races find hideous. They suffer a -2 penalty to Charisma. 
    Shifters
    • Agile: Shifters begin with a d6 Agility. 
    • Shifting: By spending a Benny a Shifter can tap into their lycanthropic heritage for a number of rounds equal to their Vigor. Shifting increases one Attribute by one step and grants another ability. During character creation the Shifter must choose one of the following shifting abilities:
      • Beasthide (Vigor): The Shifter's armor increases by 1. 
      • Razorclaw (Strength): The shifter grows claws that can be used as natural weapons inflicting Str+1d4 damage. 
      • Cliffwalk (Agility): The Shifter gains a +2 bonus to Climbing rolls and can climb at double the normal speed (up to their Pace).
      • Longstride (Agility): The character's Pace increases by 1 and their Running die type increases one step. 
      • Wildhunter (Vigor): The shifter's senses heighten granting a +2 bonus to Notice and Tracking rolls. 
     Warforged
    • Living Construct: Warforged receive a +1 to rolls to recover from Shaken. They are also immune to poisons and disease and do not need to sleep or eat. Called shots to the Head or Vitals only inflict +2 additional damage rather than +4. If incapacitated Warforged never Bleed Out. They do not suffer Fatigue.
    • Armor: A warforged's metal and wooden plating grants them +1 armor. 
    • Natural Weapons: A warforged's metal fists inflict Str+1d4 damage. 
    • Outsider: Warforged have a penalty of -2 to Charisma. 
    • Clueless: Warforged are have very little real-world experience and usually are less than 10 years old. They suffer a -2 penalty to Common Knowledge rolls except those related to warfare (which they have a +2 bonus to).
    • Unhealing: Warforged cannot make natural healing rolls and the Heal skill cannot be used to treat them. If Incapacitated a Warforged will cannot recover Injuries until they heal their Wounds and they do not regain consciousness until at least one Wound is healed. Magical healing can be used on them but the caster suffers a -2 penalty to the casting roll. The Repair skill can be used to heal Wounds on warforged as though they were vehicles. 

    Skills:

    All skills in Savage Worlds function normally in Eberron with the following exception:

    Guts: Guts checks are replaced with Spirit rolls.

    EDIT: Forgot about half-orcs. Went ahead and just made them orcs. Since Eberron's orcs aren't the savage pillagers you find in other settings there's not much justification for large numbers of half-orcs and orcs are just as capable of interacting with other races in Eberron.

    EDIT 2: Realized I've been mixing up the Construct and Undead Traits. Apparently Constructs don't get a toughness boost so I adjusted the warforged a bit to reflect that.

    Edges
    Powers

    Tuesday, September 20, 2011

    RPG Chopshop VI: Savage Aberrant

    This is kind of an odd one. Aberrant is a system I'm familiar with but I've never played before. I've only recently gotten ahold of the books and begin checking it out. Savage Worlds is a system I love but I quickly concluded that it doesn't handle super-humans very well. 

    So why am I converting one to the other? Well as far as Aberrant goes it doesn't take me very long to see that it is way, way unbalanced. Upon using the system to stat up what I considered a fairly average super-powered martial artist (mild mega-strength, mega-stamina, 3 dots of mega-dex, some claws, lots of skill) I quickly realized that I could probably tear the party tank limb from limb while being relatively untouchable. Aberrant's system is broken and it's broken pretty hard. However, that's the system I'm slated to start playing in a few weeks (The Order of Magnitude game is going on a hiatus while one of the players attends culinary school for 9 months). Another GM is taking over and the general consensus was a supers game. So from his collection that means Aberrant. I'm taking a look to see if there's any alternatives that we're already familiar with that might be a good substitute. My normal go-to supers system is Truth and Justice but I do own Savage Worlds Supers and I've been pondering that combining some elements from both systems might actually produce a more balanced and interesting game. 

    This is going to be quasi-generic Aberrant. No Taint mechanics built into the game, minimal setting assumptions, etc. However, it'll still follow some of Aberrant's Quantum themes. 

    So...lets start. 

    Wednesday, August 31, 2011

    RPG Chopshop V: PDQ Exalted

    Exalted is a game I desperately love but have never really played beyond the occasional game that dies before the second session comes round. Despite that I've got a heaping collection of Exalted books and I've always enjoyed the setting and characters. However, one of the biggest stumbling blocks for me was the system which always seemed a bit clunky and easily unbalanced. 

    So a few years ago I basically recreated Exalted for the PDQ system. Now, let me preface this with saying that this was written quite a while ago and I don't think I'd actually use this system to run Exalted if I were to play a game right now. I'd still use PDQ but I'd probably try and develop a more flexible, free-form charm system rather than going through the books and converting every single charm out there.

    But I put a lot of work into these, so hopefully some people get some use out of it and I think it's still far better than the core system for Exalted.

    Solars and Lunars
    Dragon-blooded

    Sunday, August 14, 2011

    RPG Chopshop III: Savage Worlds Powers

    In my time running Savage Worlds and working on the material for The Savage World of Athas I've come up with several custom trappings for various Savage Worlds powers and I figured there's no reason not to share.

    Wind Wall (Barrier)
    Rank: Seasoned
    Power Points: 1/section
    Range: Smarts
    Duration: 3 (1 per section per round)

    Unlike a normal barrier a wind wall is not solid, but is composed of swirling air. The wind is powerful enough to deflect normal projectiles (such as arrows, spears, or rocks), subtracting 6 from all Shooting or Throwing rolls that must pass through the barrier. Extremely fast (bullets) or massive (hurled boulders) pass through with less interference, inflicting only a -2 penalty. 

    Since the wall is not solid people may attempt to leap or run through it but the wall automatically inflicts 2d6 damage on anyone trying to run through. This damage cannot inflict Wounds but anyone Shaken by the damage is tossed 1d4" back from the wall.


    Greater Elemental Mastery (elemental Mastery)
    Rank: Veteran
    Power Points: 3
    Range: special
    Duration: Special
    Trappings: Gestures and chants

    Like the normal elemental mastery each element is selected as its own unique power.

    Air: The caster may manipulate major air currents, raising wind, changing its direction, or reducing its intensity (this can add or subtract 2 from Driving or Boating rolls for wind powered vehicles). This could also create a small dust storm (Smarts x 10 in diameter) creating the 'dim' condition. These effects have a duration of 1 hour (2/hour). This spell can also be used to instantly negate a non-magical wind-related effect (such as dissapating a sandstorm or tornado). The range of these effects is Smarts x 100".

    Earth: Shape stone and earth at will, up to Smarts x 2 cubic feet of material (Smarts x3 for soft earth), for instance a spellcaster with smarts 1d6 could open a 6' hole in a stone wall up to two feet thick. This can also be used to repair stone materials structures and items or shape stone into new forms (a statue, a weapon, spikes, etc.). The effect is instantaneous and has a range of Smarts x2

    Fire: With a wave of the hand a torch sized flame can be created which can be held without damage to the caster (duration: 10 minutes (1/10 minutes)). Existing fires can be extinguished, doubled in size and intensity (spotfire becomes a campire, campfire becomes a bonfire, etc.), or even moved at a rate of 2" a round. By concentrating objects can also be heated until they ignite, melt, or shatter (inflicting 1d10 fire damage every round). Both these effects have a duration of 3 rounds (1/round) and a range of Smarts x2.

    Water: The caster may create a raincloud, cause an existing cloud to give rain, or increase the intensity of an existing rainstorm. Water can also be made to move at the caster's will, forming into shapes and flowing at a rate of 3" per round. A full pool or pond of water may be purified and made safe for drinking. Duration: 5 minutes (1/minute)


    Fireworks (Bolt)
    Rank: Novice
    Power Points: 1-6
    Range: 12/24/48
    Duration: instant

    This power functions like Bolt, firing sparking, fizzing missiles that burst upon impact. Each Bolt damages all targets in a Small Burst Radius for 2d4 (or 3d4 for 2 pp per bolt) damage. 



    Phantasmal Cannon (Bolt)
    Rank: Heroic
    Power Points: 3-15
    Range: 50/100/200
    Duration: instant

    One of Max's spells from the Deadlands campaign. The caster conjures several phantom cannons and lets loose with a volley of sparkling mystic shells. Each shot costs 3 Power Points (up to 9 PP for 3 shots) and inflicts 3d6 damage with AP 4. This counts as a Heavy Weapon. For 2 additional power points per shot the damage increases to 3d8.

    Friday, August 5, 2011

    Savage World of Athas finale

    Phew, this is taking longer than I thought but I'm nearly done now. 

    Magic

    Here we're going to be going over the different versions of Arcane Backgrounds for Athas: Elementalism, Magic and Psionics. Templars would qualify as well but seeing as they're meant to be NPCs and their power depends on the favor of the sorcerer kings I'm not going to provide PC stats for them. If you feel the need it's easy enough to give them the Miracles AB from the core SW book. But here's all the rest: 

    Tuesday, August 2, 2011

    The Savage World of Athas part 3: Wild Talents

    Now, the final step to complete the conversion: Dark Sun's rather unique take on standard magic systems. Before we get to that though let's talk about wild talents. The original setting allowed you to get just about any psionic ability if you were lucky but later versions, due to very valid balance concerns, limit wild talents to minor 0-level effects. Trying to find a happy balance between the original, game-breaking insanity and the bland, minor talents that replaced it I've come up with the following ideas. 

    The first thing you've got to do is decide how you want to distribute wild talents among players. Essentially there are three ways to do it.

    First, in the spirit of the old school, there's good old random chance. Each character rolls a d20 to determine exactly what their wild talent is. Characters with AB (Psionics) should not roll, instead they receive an additional Power known when they take the AB Edge. Likewise if a character with a Wild Talent takes the Edge then they lose their Talent but start with an additional Power.

    1: No Talent: You have no psionic ability. However you do receive the Psionic Resistance Edge for free.
    2-3: Psychokinetic Talent
    4-5: Pyrokinetic Talent
    6-7: Biofeedback Talent
    8-9: Healing Talent
    10-11: Mindscream Talent
    12-13: Psychocognition Talent
    14-15: Telepathic Talent
    16-17: Psychoportive Talent
    18: Exceptional Talent: Roll again, you have a +2 bonus to Spirit rolls to activate your talent. 
    19: Broad Talent: Roll twice, you have two talents but suffer a -2 penalty to Spirit rolls to activate the talent.
    20: Mad With Power!: Roll three times, you have three talents but every time you activate a talent roll on the Fear table.

    The second option is to give everyone a single Wild Talent of their choice (only for results from 2-17).

    Finally, the more sane option is to make a Background Edge: Wild Talent (no prerequisites) which grants either a Talent of the player's choice or a roll on the table.


    So, how do wild talents work? Essentially when you want to activate a Wild Talent you spend a Benny and make a Spirit roll. A normal failure results in no effect. the results of snake eyes, a success or a raise are detailed below. You can always choose to take the results of a lesser success if it is preferred. If the roll is failed then you can keep the Benny (this doesn't count if you spend another benny to reroll and suceed, and if you reroll and fail then you don't get back the extra benny spent).


    Psychokinetic Talent:
    • Snake Eyes: Small objects are ripped up and hurled about wildly and randomly. You and everyone within 2" takes 1d6 damage. 
    • Success: You may hurl an object or opponent. Treat this as the Telekinesis power except that you may only make a single attack or move your opponent only once and you add twice the number of dice to your Spirit as normal for damage (Spirit +2d6 to slam someone into a wall for instance).
    • Raise: You may choose a single unattended object of 20 pounds or less within 10" and cause it to detonate explosively. This inflicts 2d10 damage in a Small Burst Template around the object. Objects made of particularly soft material (fruit for instance) are harmless when detonated and anything harder than stone cannot be detonated.  Each additional raise lets you detonate an additional object.
    Pyrokinetic Talent:
    • Snake Eyes: You catch on fire. 
    • Success: A character of your choice within 10" catches on fire. If you choose spend an action to concentrate then the opponent must beat your opposed Spirit roll to attempt to douse the flame. 
    • Raise: You may enlarge and animate any single existing fire source within 10" as a Fire Elemental. The elemental exists only as long as you spend an action to concentrate each round. This is not an actual elemental (it's merely psionically animated fire) so magic specifically designed to affect elemental or extraplanar creatures will fail. Each additional raise increases the elemental's Size by +1 and Strength by a die type. 
     Biofeedback Talent
    • Snake Eyes: Your skin and body deforms horribly. You suffer a point of Fatigue and -2 Charisma. These effects recover in 1d6 hours. 
    • Success: Your armor increases by +1 and you ignore all wound penalties for 6 rounds.
    • Raise: Your Strength, Vigor, and Agility increases by one die type and you gain the Hardy ability. This effect lasts for 3 rounds. Each additional raise increases the duration by 3 rounds. 
    Healing Talent:
    • Snake Eyes: Blood spurts from any existing wounds. You take 1d6 damage per Wound level you're suffering from. 
    • Success: You may make a natural Healing roll immediately. 
    • Raise: You gain Fast Regeneration for 2 rounds. Each additional raise increases the duration by 1 round. 
     Mindscream Talent
    • Snake Eyes: You are Shaken for 1d4 rounds. 
    • Success: A single target within 10" must make a Spirit roll at -2 or be Shaken for 1d4 rounds. Mindless or unliving targets are immune. 
    • Raise: Place a large burst template centered on yourself. Everyone within the template (other than you) suffers 2d6 damage from your mental scream. This damage ignores armor, cover, and any other physical barriers. Each additional raise increases the damage by 1d6.
    Hypercognition Talent
    • Snake Eyes: You suffer a -4 penalty to any Smarts rolls or skills linked to Smarts for 10 minutes. 
    • Success: Your Smarts increases by one die type and the world seems to slow down, you may draw an additional card for initiative. This lasts for 6 rounds
    • Raise: Your Smarts and Spirit increases by one die type and you may take an additional action without suffering a multi-action penalty. This lasts 3 rounds but each raise increases the duration by 3 rounds.
    Telepathic Talent
    •  Snake Eyes: You are overwhelmed by the unintelligible thoughts and feelings of others. You suffer a -1 penalty to all trait rolls for each intelligent creature within 10" of you.
    • Success: You may scan an intelligent beings surface thoughts, allowing you to determine if it's lying and you may make an opposed Spirit roll to learn specific facts close to the surface. This lasts so long as you can concentrate and the victim remains within 2".
    • Raise: You can delve deeply into a victim's thoughts. The target must be within 2" and may make an opposed Spirit roll to resist your probing. You may ask up to 3 questions (each requiring an opposed roll) which the GM must answer based on the target's knowledge. Each additional raise grants an additional 2 questions.
    Psychoportive Talent
    • Snake Eyes: Your body flickers in and out of reality briefly and you become Shaken.
    • Success: You may teleport yourself up to 10" 
    • Raise: You may teleport an object or creature within 20" up to 10" from their original location. Living targets receive an opposed Spirit roll to resist the effect. Each additional Raise allows you to teleport an additional target.

    Friday, July 29, 2011

    The Savage World of Athas part 2


    Traits

    Like I said, those familiar with Savage Worlds already may be a little confused by some of those ability scores you saw. That's because I'm using what I refer to as the "Heroic Array". It's what I use for Savage Worlds when I'm playing D&D style "Big Awesome Heroes" games and it seems especially appropriate for Dark Sun. So, here's how that works. 

    Each character begins with a d6 in each attribute and receives 3 points they can spend to raise an attribute (each point raises an attribute by one die type). It is possible to begin play with lower attributes by taking Hindrances.

    Normally a character can raise attributes up to d12+1, but this is adjusted based on the character's base attributes due to race and Hindrances. For example, Half Giants begin with a Smarts of d4 so they cannot raise their Smarts above d12 but they have a Strength of d10 so they may raise their Strength to a maximum of d12+3. Likewise a human who takes the Inferior Attribute Hindrance (Vigor) begins with a d4 Vigor and may not raise it higher than d12. 

    Skills and Derived Statistics are unchanged from the normal Savage Worlds rules. 

    Edges

    These are edges that I've brewed up for the Dark Sun setting, or modifications to standard SW edges to function in the setting. 

    Background Edges 

    Arcane Background: With proper training and initiation all Arcane Background edges (except Wild Talent) may be learned after character creation, neither elemental or arcane magic is inborn, and all sentient beings possess enough psionic talent to be trained as mindbenders with time and effort. Information on the different forms of Arcane Backgrounds will be detailed further down.

    Arcane Resistance: There are two forms of Arcane Resistance (and Improved Arcane Resistance) and characters must select which one when taking the Edge. Magic Resistance provides a bonus against the Powers of Templars, Elementalists and Wizards and other Powers based on magic. Psionic Resistance provides its bonus against Wild Talents and Psionicists as well as any Powers based on psionic ability.

    Heat Adaption: (Vigor 1d8+)
    Your hero is very adapted to the heat of the desert and is even conditioned to require less water than normal. Characters with this edge require only 2 quarts of water daily to avoid heat exhaustion and recieve a +2 on all rolls made to resist fatigue from heat exhaustion. 

    Combat Edges

    Armor Optimization: (Seasoned, Fighting d8+, Agility d8+)
    When an opponent strikes you they automatically hit your most heavily armored location unless they get a Raise or are making a Called Shots. Called Shots to locations with less armor suffer an additional -1 penalty. If your character has several equally well-armored location then the opponent's attack is directed to the area with the lowest Called Shot penalty. 

    Improved Armor Optimization (Veteran, Armor Optimization, Fighting d10+)
    The armor rating of any armor you're wearing improves by 1. 

    Weird Edges

    Mental Armor: (Seasoned, Smarts d6+, Spirit d6+)
    You have received training in resisting mental control and invasion. Against any Power (psionic or magical) that uses mind control, mind-reading or similar trappings your character receives a +3 bonus to any rolls made to resist. 

    Psionic Detection (Novice, Smarts d6+, Notice d6+)
    Your character can detect active psionic powers with a Notice roll at a -3 penalty. Powers that cost more than 1 power point add a bonus of +1 for each Power Point beyond the first (so detecting a Psionic Bolt that uses 6 power points would involve a Notice roll at +2). This edge works on powers used within 20 yards. It can detect powers further away at an additional -3 penalty up to a limit of 60 yards. A success alerts the character that there was a psionic power used nearby. A raise gives you a rough idea of the distance and direction. 

    Professional Edges

    Bardic Assassin (Novice, Smarts d8+, Knowledge (poison) d8+, Persuasion d8+, Stealth d6+)
    Although many bards are simply skilled entertainers, storytellers and musicians it is a commonly accepted fact that many who adopt the title are also skilled poisoners, spys, and theives. Bardic assassin's are typically masters of poison, blackmail and stealth: they add +2 to all Stealth related skills in an urban environment, +2 to all Knowledge (poisons) rolls, and +2 to Persuasion rolls.

    Gladiator (Novice,  Fighting d10+, Vigor d8+, Taunt or Intimidate at d6+)
    Years of fighting in the pits have given experienced gladiators an exceptional talent for dirty fighting and psychological strategy. Gladiators recieve a +2 bonus to perform and resist combat tricks.

    Veiled Wizard (Novice, AB (wizard), Preserver, Spellcasting d8+, Knowledge (Arcane) d6+, Stealth d6+)
    Mages trained by the Veiled Alliance have an advantage over others even if they do not stay with the group. They are given some knowledge of the Veiled Alliance and may make Common Knowledge rolls to recall information about the group (including code words, safehouses and the like). In addition they recieve a +2 bonus on Knowledge (Arcane) and Stealth rolls made to conceal their spellcasting.

    Defender of the Land (Novice, AB (elementalist), Spellcasting d8+, Survival d8+)
    An elemental priest can forge a bond with the spirits of the land, claiming guardianship over a chosen stretch of land. While in their guarded lands the priest receives a +2 bonus to all Notice, Stealth, Survival and Tracking rolls and they regain Power Points twice as fast. In addition you may now learn the following Powers in addition to those from the Elementalist AB: Beast Friend, Entangle (plant-based trappings) and Shape Change (creatures found on guarded lands). You also are intuitively aware of the condition of your guarded land and sense instantly if defiling magic or similar harm comes to it. 

    Hindrances

    There's only one new Hindrance:

    Inferior Attribute (Major/Minor): Your character is below average in some way but fortunately has still managed to survive. One of your Attributes is at a d4 and may not be raised above a d12. This edge may be taken once as a Major Hindrance. If it is taken again (for a different attribute) then it is considered a Minor Hindrance. 

    Gear
    Characters in Athas begin with 500$ (ceramics). The following rules cover how gear in Dark Sun is different from the standard Savage Worlds rules. 

    Metal Equipment
    Metal is exceedingly rare in Dark Sun and iron gear costs 10 times the normal price (so a metal longsword costs 3,000$). Iron weapons inflict normal damage but have AP 1 against non-iron armor. Bronze weapons cost 6 times the normal price but do not provide any AP. 
    Inferior Gear
    Without metal most weapons are made from bone, obsidian and flint (Dasyl is in this category as well). These weapons inflict normal damage but have a chance of breaking in combat. If a primitive weapons have a Damage Threshold and if the attacker rolls higher than their Damage Threshold with the weapon then it breaks, inflicting a -1 penalty to any Fighting rolls and dropping it's damage bonus by one die type (weapons that add a d4 damage are worthless).
       A weapon's Damage Threshold is twice the bonus to damage it provides (so a dagger has a Threshold of 8, while a Longsword has a Threshold of 16). If you are attacking an opponent wielding a metal weapon or wearing metal armor the Threshold is halved. Monsters with exceptionally tough natural armor (+4 or higher) may have a similar effect. 

    Other Weapons
    Weapons that are not normally made from metal (staffs, clubs, slings etc) suffer no penalty and function just like normal. Bows with metal-tipped ammunition have AP 1 against non-metal armor but otherwise function identically.

    Athasian Weapons
    This is the description of weapons unique to Athas. To save space I won't provide descriptions (just google "athasian weapons") and I won't include weapons that are basically slight variations on existing weapons (singing sticks and quabones are just clubs for instance).
    Cahaluks: (Str +d4) This pair of weapons ignores cover bonuses and shield bonuses. It can also be used to entangle an opponent and trip them making an Agility Trick using the wielder's Throwing or Fighting skill instead of Agility. On a raise the target falls prone as well as being Shaken. (ROF 1 4/8/16). 6 lbs. 200$
    Chatkcha: (Str+d6) These are triple pointed blades usually made from thri-kreen Dasyl. They can be thrown (ROF 1, 3/6/12) and if a special technique is used (-2 to Throwing) they will return if they miss their target. 1 lb. 100$
    Forearm Axe: (Str+d6) It takes an action to strap these axes to your arms but once equipped they cannot be disarmed. The same stats can be used for the Wrist Razors. 4 lbs. 225$
    Gythka: This weapon is effectively identical to a spear. 
    Tortoise Blades: (Str+d4) It takes an action to strap on a Tortoise Blade but once on they cannot be disarmed. The small shield grants +1 to Parry. 5 lbs. 150$

    Armor

    The armor is slightly different from the standard SW armor. The weights are for full suits (torso, arms, legs). Partial armor is common in Athas, Torso armor is about half the standard weight. Just legs or just arms are about 25% of the standard weight alone. Boots or gloves are about 10% the standard weight. Reduce cost by the same amount. Metal shields provide an additional point of armor against missiles.

    Leather: Armor +1, 15 lbs. 50$
    Giant Hair: Armor +1, 9 lbs. 100$
    Heavy Hide/Light Chitin: Armor +2, 25 lbs. 300$
    Heavy Chitin: Armor +3, 55 lbs. 850$
    Chainmail: Armor +3, 25 lbs. 4,000$
    Bronze Plate: Armor +4, 50 lbs. 10,000$
    Steel Plate: Armor +5, 50 lbs. 20,0000$



    All that's really left is the rules for Arcane Backgrounds and Wild Talents. I'll try and post that later tonight or tomorrow.

    RPG Chopshop II: The Savage World of Athas


     UPDATE: I've recently created a "second edition" of my Savage Worlds conversion, which can be found here: Savage World of Athas. Leaving these posts intact for anyone who wants to see the "original" version or just listen to me ramble.


    Dark Sun is possibly my favorite campaign setting from Dungeons and Dragons. My first exposure to it was the old PC games Shattered Lands and Wake of the Ravager. I played both well before I was exposed to table-top roleplaying and looking back I'm amazed I was able to figure things out considering I had no clue what the hell THACO was supposed to be or what all these 1dsomethings were. After getting into table-top gaming I collected just about all the setting books for dark sun, from the basic core books to the ridiculous books of insane artifacts and halfling bio-engineering. Sadly, although I was a big fan of the setting I never got much chance to play or run it myself and the books mostly collected dust. 

    Once third edition D+D came along I switched over and Dark Sun was sadly a casualty. Looking over the various official and unofficial conversions for the setting they all lacked some of the spark that still excites me about the original. It's hard to say exactly what caused the dissatisfaction but I think part of it was that the more rigidly defined and balanced 3e rules didn't suit the gonzo-insanity that is Dark Sun. In 2e you could have an elf as strong as a giant, a giant who could explode your head with his mind and a walking mantis who could carve you into 4 pieces and paralyzing you with its spit and still explode your head with its mind. 3e focused on making things balanced and stable which was more or less anathema to the heavy-metal-post-apocalyptic insanity that soaked through Dark Sun. 

    Now 4th edition has come around and brought Dark Sun back, which is cool. I love the setting and I'm glad to see it being officially revived and 4th edition's action-heavy philosophy might be able to recapture some of that old craziness. However I don't think I'll take part. Although I liked a lot of what I saw in 4e, there were also a variety of things that just rubbed me the wrong way and seeing some of the things that are being done with the setting are even more irritating. One of the things that I always found interesting about Dark Sun was how willing it was to do things different from "standard" D&D fantasy. 4th edition Dark Sun seems to be taking the opposite route, doing it's best to cram in everything from the core setting no matter how out of place it is (namely looking at the races, like dragonborn and eladrin). Anyway, 4e Dark Sun has proved not to be my cup of tea (please don't take this as a judgement of your game, there is no such thing as badwrongfun and my rejection of the new version has more to do with nostalgia than logic). 

    However, the revival of Dark Sun has renewed my interest in Athas and I've decided to give a shot at converting the setting to my favorite "action" system: Savage Worlds. I won't try to recapture the utter insanity of the original (some of that stuff was just ridiculous) but I think Savage Worlds is the right system to scratch the Athas itch for me. 

    So, let's break it down. First and foremost I won't be providing rules for the "epic level" material like transformation into a dragon, sorcerer-kings, avangions, etc. That sort of material works best (in my opinion) out of the hands of PCs and so it doesn't need hard and fast rules. I'm also avoiding the bizarre halfling bio-tech. This conversion assumes you're familiar with the Savage Worlds system but if you're not the Test Drive rules should be all you need to play. To save space I won't be providing the "fluff" for Dark Sun. If you got this far without knowing anything about the setting then you can easily find that info elsewhere online. With that said, let's get started!

    Character Creation

    Races: The some of the Dark Sun races are pretty damn powerful (thri-kreen, I'm looking at you). To keep everything balanced I'm increasing the "default" racial bonuses to compensate and keep everyone on the same level. Some races (thri-kreen, I'm looking at you again) have been taken down a notch or two to keep things balanced.

    Humans
    • Talented: Humans receive one free Edge in addition to the starting Edge everyone gets.
    • Skilled: Humans receive 2 free Skill Points that can be spent however they wish
    Dwarves
    • Slow: Dwarves have a Pace of 5".
    • Tough: Dwarves start with a Vigor of 1d8 rather than 1d6.
    • Magic Resistant: Dwarves receive the Arcane Resistance Edge for free.
    • Intestinal Fortitude: Dwarves receive a +2 bonus to Vigor rolls to resist poison or disease. 
    Elves
    • Agile: Elves start with an Agility of 1d8 rather than 1d6
    • Swift: Elves receive the Fleet Footed Edge for free.
    • Low-Light Vision: Elves ignore penalties for Dim or Dark lighting.
    Half-Elves
    • Mixed Blood: Half-elves may start with either a free Edge or Agility of 1d8 instead of 1d6.
    • Natural Talents: Half-elves may start with a d6 in one of the following skills: Guts, Survival, Streetwise or Taunt.
    • Low Light Vision: Half-elves ignore penalties for Dim or Dark lighting.
    Half-Giants
    • Mighty: Half Giants begin with a d10 in Strength rather than d6.
    • Huge: Half-Giants are Size +3.
    • Dim: Half-Giants start with Smarts of d4 rather than d6. 
    • Weak-Willed: Half-Giants start with Spirit of d4 rather than d6.
    • Out of Place: Most objects and equipment are not sized properly for half-giants. They receive a -2 penalty to related trait rolls when using inappropriately sized equipment. Properly sized equipment usually costs twice as much as normal. Half-Giants must also consume four times the amount of food and water a human needs.
    Halflings
    • Agile: Halflings begin with a d8 in Agility rather than a d6.
    • Focused: Halflings begin with a d8 in Spirit rather than a d6
    • Slight: Halflings begin with a Strength of d4 rather than d6.
    • Small: Halflings are Size -1
    • Athletic: Halflings start with a d6 in Climbing and Stealth. 
    Mul
    • Strong: Muls begin with a d8 in Strength rather than a d6 .
    • Large: Muls are Size +1.
    • Dim: Muls start with a Smarts of d4 rather than d6. 
    • Brawny: Muls receive the Brawny Edge for free. 
    Thri-Kreen
    • Large: Thri-Kreen are Size +1
    • Chitin: Thri-Kreen have chitin granting them +1 armor.
    • Poisonous: Thri-Kreen possess a poisonous bite. Victims that suffer a Shaken result from the bite must make a Vigor roll or suffer a -2 penalty to any Spirit rolls made to recover from being Shaken.
    • Natural Weapons: Thri-Kreen possess powerful jaws and sharp claws inflicting Str +1d4 damage. 
    • Fast: Thri-kreen have a Pace of 10" 
    • Multi-Limbed: Thri-Kreen have 4 limbs and any multi-action penalties for attacking with a weapon held in their limbs or their natural weapons are halved (so a thri-kreen attacking with a bite and 4 claws rolls at -5 to each roll rather than -10) and there are no off hand penalties.
    • Insect Mind: Thri-kreen begin with a Smarts of d4 rather than d6. 
    • Alien Body: Thri-kreen cannot wear armor and most gear designed for humans.
    • Weird: Thri-kreen suffer a -3 penalty to Charisma when dealing with non-kreen. 

    Anyone familiar with Savage Worlds will notice that the ability scores don't seem to look normal. There's a reason for that which I shall address in the next post.

    EDIT: The rest of the Savage Worlds of Athas
    Attributes and Edges
    Wild Talents
    Magic/Psionics
    Monsters and Powers

    Monday, July 18, 2011

    RPG Chopshop

    I'm a relentless collector of role-playing systems and settings. I've got tons of books that I know I will never be able to use but for some reason I keep getting more. This has led to some mad-science experiments in modifying systems, swapping systems and settings and merging different design elements to create super-games.

    So I'll be doing some RPG Chopshop posts from time to time to share the results of some of my experiments. The first one involves the video game Costume Quest. I'm a big fan of Double Fine games in general and I loved the hell out of Costume Quest and for some reason I decided I needed to create a set of rules for playing it as a tabletop RPG.

    For the core system I'm using PDQ (from the very fine Atomic Sock Monkey Press). The core rules are available for free and it's one of my favorite role-playing systems (in fact I'm working on a couple of full games for that system, I'll post more on those as I make progress). So therefore I present Costume Quest, the Tabletop edition!

    Here you go