Showing posts with label Savage Worlds. Show all posts
Showing posts with label Savage Worlds. Show all posts

Sunday, February 10, 2019

Things I think about things: Savage Worlds Adventure Edition



So, a few months ago I decided to jump on to the kickstarter for the new Savage Worlds edition. It's been one of my most-used RPG systems (as you can tell from all the conversions I've done) and my favorite "traditional" RPG. Not to mention a significant inspiration for my own system: Badass Kung Fu Demigods. So, I figured Pinnacle had earned an investment. 

Although the book itself won't materialize for a few more months, Pinnacle has released the pdf. It went through a few revisions, but seems to have stabilized enough to give it a proper review so I figured I'd look it over and share my thoughts. 


First Impressions

This is the biggest Savage Worlds core book so far but it's still fairly lightweight compared to other mainstream games (clocking in at slightly over 200 pages). Production values are good, lots of good inspirational art pieces and generally easy on the eyes. 

The broad strokes of the system are still familiar to anyone whose played SW before (die-step attributes and skills, wild die, Aces and Raises, Wild Cards and Extras, etc) and it should be pretty easy to learn for veterans. 

However, it doesn't take long to figure out that this is also the most dramatic overhaul SW has gone through. Previous editions usually kept about 90% of the content intact and mainly served as an easy way to consolidate rules from the last editions supplements and provide some new balance tweaks. The Adventure Edition is a different kettle of fish and has some significant mechanical changes. 

The engine and chassis of the original system is all there, but otherwise you're looking at a hefty overhaul. A lot of Edges are slightly different, the action economy is significantly different and there's been significant alterations and standardization of the "general" rules. One significant pattern I've noticed is a tendency to reduce or limit bonuses (many things that granted bonuses before now remove penalties or allow things like free re-rolls). The focus seems to be on creating a more "smooth" system where it's harder to rack up probability-busting bonuses.

Let's break it down:

Races

This is probably going to be the most familiar: almost all of the races are fundamentally the same as those in previous editions. The biggest change is an overhaul of the race-building system. It was an area I always felt was a little weak in previous editions, doing things like assigning +1 Toughness the same value as a boost to Vigor (which includes +1 toughness and more). It mainly suffered from a lack of granularity, trying to fit almost all abilities into either a 1-point or 2-point category which rarely worked out too well.

The Adventure edition improves things a bit, but mainly by rounding down rather than up. To use the example above, a die-type boost to Vigor is worth 2 points and +1 Toughness is worth 1 point. Racial advantages above 2-points are also presented (like Construct, which clocks in at 8 points). 

However, it's still probably the least impressive part of the new rules...granularity is still an issue. For example, that +1 Toughness for 1 point means it's "balanced out" by something as basic as reducing Pace by 1. Likewise, it means that some of the racial advantages are comparatively weak. 1 point for +1 Toughness or +2 Armor is definitely a lot more worthwhile than paying 1 point for something like immunity to disease or only having to sleep 4 hours a night. 

Some of the higher-point advantages are questionably priced as well, having things like an extra action (reducing multi-action penalties by 2) priced the same as having a set of claws that inflict Str+1d6 damage (i.e. just a built-in shortsword). It also still fails to recognize that "open" advantages (like a human's free Edge-of-choice) are better than "set" advantages as a racial ability.

Overall, the races presented in the core book are fine, but GMs should probably be careful allowing players to design their own races...there's a lot of potential for abuse.

Hasty House Rules: Speaking personally I'd probably rate a free Edge (the base human advantage) and an attribute boost as 3-point advantages (the free edge being worth more for flexibility, the attribute boost for increasing your maximum attribute rating and bypassing the 1-per-Rank limit on an attribute increase). Then lesser, but significant advantages like improved Toughness can be clocked in at 2 points and dinky bonuses like disease immunity or not having to sleep much can remain 1-pointers. 

Hindrances
 
Hindrances are going to be pretty familiar as well, although one significant difference is that you can take any combo of Hindrances adding up to 4 points: 4 Minor Hindrances are fine as are two Major ones. 

There's some new Hindrances in the mix and several Hindrances have minor/major versions they didn't before, such as Ugly which ranges from unpleasant looking to basically deformed. 

The Adventure Edition does make official a rule I don't think much of...providing players with a Benny whenever their roleplaying Hindrances come up. By itself that's a fine rule (I'm a FATE fan after all) but I've always felt it misses out on a major problem, it turns those Hindrances into stealth advantages, while others remain flatly disadvantageous. 

For instance, an Arrogant character gets the 2 bonus points for a Major Hindrance and gets a Benny whenever they act Arrogant and haughty (which was presumably what they wanted to do in the first place). But a character with Bad Luck gets 2 bonus points for a Major Hindrance and one less Benny a session and that's that. 

Basically, you can't balance Aspect-Style roleplaying flaws (where you're given in-game bonuses to encourage you to roleplay) with concrete mechanical flaws. Sure, some mechanical flaws can also be roleplaying flaws...but where is the line drawn? Does a Small character get a benny every time they take damage? That's clearly a non-starter. 

I have no problem with tying roleplaying flaws to the benny-economy, but those shouldn't be using the same rules as mechanically enforced disadvantages that actually alter your stats or rolls. 

Attributes

These are virtually unchanged: the same 5 attributes, ranked by die-type and doing more or less the same thing. Likewise derived stats like Toughness work out the same as well. You get all the attributes at a d4 and have enough points to make them all d6, just like before.

The only significant difference is that Charisma has been ditched and it's simply rolled into the effects of Edges and Hindrances. 

Skills

Although the basic idea is the same and you'll see a lot of familiar skills, this area has gotten a significant overhaul. 

Players get more skill points (17 total), but that's because 5 are automatically tied up in "Core" skills that automatically start with a d4, leaving you with 12 remaining.  
*Athletics: A catch-all that rolls up the former climbing, swimming and throwing skills all into one, in addition to serving as a general skill roll for being spry.
*Common Knowledge: which replaces the former common knowledge smarts roll
*Notice: Works just like previous editions
*Persuasion: Again, just like the previous versions, although it's noted as being very useful for the new "support" rules. 
*Stealth: No longer will you have to deal with that one player who's unskilled in Stealth, now everyone gets a d4 by default. 


There's also a bunch of modest changes to the skill list (lockpicking turned into the broader "thievery" skill, for instance), some skills (like streetwise) are removed and Knowledge has been split into several more predefined skills. 

Edges
 
This is where a lot of the big changes happen, too many to go over individually (that's what buying the book is for anyway). But generally speaking you'll find most of the familiar edges here with slightly different mechanics. Several come with slight "upgrades" that make them more appealing, for instance Brawny gives it's bonus to toughness and carrying capacity, but also boosts your effective strength for purposes of meeting weapon minimums. Block grants +1 to Parry like before but also reduces Gang Up bonuses against you by 1.

Edges that granted flat bonuses to rolls have been reduced or altered (for instance, each level of attractive gives +1 to persuasion and performance instead of +2, and charismatic gives you a free re-roll on performance rolls). Several that used to grant bonuses now remove penalties instead (such as the near-ubiquitous marksman edge)

A lot of Edges are more...defined. For instance, Dodge specifies that it's bonus doesn't combine with Cover. Martial Arts comes with defined rules for interacting with natural weapons and whether unarmed attacks count as natural weapons. 

Professional Edges have been towned down fairly significantly and a variety of new non-combat Edges are introduced along with Edges linked to the Test and Support rules introduced in this edition.

Some significant changes come up with the power-based edges but I'll save that discussion for further down. 

Legendary Edges in particular get a hefty boost with the crowning eye-popper being the Tough As Nails Edges, no longer limited to a Toughness bonus, they now increase the number of Wounds you can take before being KO'd!!

They're still disappointingly scant however, I'd really like to see a few more but it's understandable that they're more setting-specific. Hopefully with this extra kick we can look forward to some cooler Legendary Edges in future releases. 


Gear

Gear is pretty much unchanged other than a few tweaks here and there (armor has a minimum strength rating now).

Otherwise, you'll see stuff that's mostly pretty familiar.

The Rules!

Here we go, this is where the real meat of the changes happens. Going roughly in order: 

Bennies are expanded, allowing things like re-rolling damage by default, as well as drawing new initiative cards and even regaining power points.

The action economy is significantly altered. Multi-action penalties are similar but you can now repeat the same action more than once (with a cap of 3 actions per round). That's a big deal, because at a relatively mild -2 penalty you can fire your gun or swing your sword twice. Even firing full-auto multiple times a round or casting multiple spells a round. Needless to say that's a pretty big change. Full-auto weapons and combat Edges can make for quite the damage output (not to mention things like spellcasters laying down multiple AoE spells at once).   

This is one of those changes I'm going to have to see in action to really evaluate. My knee-jerk reaction is that this is going to push things towards the crazy end of things, with the potential for a huge amount of destruction in a single round for relatively mild penalties (-4 for 3 actions ain't nothing, but it's not insurmountable either). However, it's entirely possible that I'm overestimating the impact this will have and the feasibility of taking multiple actions. It definitely boosts the effectiveness of guns and automatic weapons even moreso...cover is important!

Another significant introduction is a set of new conditions which are used to standardize a lot of the miscellaneous effects from various actions: 
*Shaken The old classic is still around, but uses the newer rule for recovering fully on a successful spirit roll (no "unshake but lose your action" anymore). 
*Stunned: Stunned is a rougher version of Shaken, knocking you down and distracting you (see below) and preventing actions and giving opponents the drop on you. Needless to say, it's pretty harsh (and is recovered using Vigor rather than Spirit). Fortunately not a lot of things will Stun you, mainly magic or special weapons like tasers. 
*Distracted: A general "messed up" status, inflicting a global penalty to trait rolls. 
*Vulnerable: A lesser version of "the drop", you get a bonus to your actions against the victim. 
*Entangled: prevents you from moving and distracts you. 
*Bound: Can't move or act (except to break free) and distracts and renders you vulnerable.

Biggest thing I notice is the synergy with distracted and vulnerable. Although vulnerable is meant as a kind of "drop-lite" it's bonus applies to "Actions and attacks" against the target. This doesn't make much difference for straightforward attacks (as they aren't opposed rolls) but if you get your target distracted and vulnerable (which can be done with grappling or confusion spell for instance), this means that if you're making an opposed roll your opponent is at -2 and you're at +2. That's nasty when combined with spells like puppet or mind reading.

There are a few other nasty "double-ups" like that...for instance, if someone is stunned they're Distracted, which penalizes the roll they have to make to recover from being Stunned, on top of giving opponents the drop (which they can use to Shake you, and recovering from that is also penalized by being Distracted). In short, don't get stunned. 


The next significant new ideas are "Test" and "Support" Actions. Tests replace Tricks and Tests of Will from the previous editions and instead is intended as a generic "try and get an advantage" attempt. Pick a skill, explain how the skill can be used to create an opening (using knowledge or notice skills to find a weakness, using athletics to run circles around them, etc): you roll your skill and your opponent rolls whatever attribute is linked to that skill. So if you want to use your Notice skill to work out the pattern of your opponent's kung-fu, then they oppose you with their Smarts. Victory means you can make your opponent Distracted or Vulnerable, while a Raise shakes them. 

Support is the inverse, you pick a skill that you're using to assist an ally and make an unopposed roll with each success and raise adding a +1 bonus to your opponent. This can include using skills like persuasion or performance for bard-style encouragement. 


Adventure Toolkit

A lot of these I've only skimmed so far given how situational they are. 

The chase rules are familiar, but a bit less abstracted which may not be to its advantage. 

The dramatic task rules are more or less unchanged, just with some vague language tightened up and a few alternate options. 


Both fear checks and hazards are essentially unchanged, although they do incorporate the new rules verbage. Same goes for Interludes and Mass Battles

One new set of rules her is Networking, essentially a more formalized set of rules for digging up dirt and investigation, using Persuasion or Intimidation. It's not particularly complex, mostly amounting to a long-term skill check with abstracted results to find clues or basic aid. It's not a bad idea but lacking in meat...not much more than "make a skill roll, if you succeed you get what you're looking for, if you get a raise you get more. A critical failure has things go wrong".

There are also rules for "quick encounters" which are basically just a super-short version of a round-by-round encounter with abstracted results.

Social conflicts have become a bit more detailed but are otherwise fairly similar.


Powers


Powers have received a pretty major update and the theme they're focusing on seems to be increasing the flexibility of spellcasters.

For instance, one of the most significant changes is that the new Power Edge gives you two new Powers, meaning most spellcasters are going to have a much bigger bag of tricks than they did before. On top of that, several powers have been "collapsed" into one, for instance there is no more Healing and Greater Healing, instead Healing can be improved by spending more power points to do things like cure disease/poison, restore body parts or ignore the golden hour.

In addition, there are new "power modifiers" that can be added to any power, adding things like AP, inflicting fatigue, or letting you do things like choose to remove targets from an AoE effect. The majority are offensively focused but there are a couple of "buff" effects you could potentially apply to beneficial powers...which are a little bit lame since they're limited to two very specific effects (boosting pace or adding a concealing shadow effect) but since they're the only beneficial effects they'll often get applied by default. Most powers have a selection of specific modifiers available as well

The ultimate example is the Wizard Edge which lets you pay an extra power point to change a spell's trappings on the fly (presumably this is meant to be mostly cosmetic or for interaction with a creature's weaknesses/immunities, as there are no specific trapping "effects" anymore).

Power Points recover faster too. They only recover when resting, but they now recover 5 PP/hour spent resting (up to 20 PP/hour with improved rapid recharge). The final result is that spellcasters can cast spells more often and with a vastly improved breadth of spell effects.

On the other end, some of the previously overpowered spells (looking at you Quickness) have been toned down. Quickness now removes 2 points of multi-action penalty, but doesn't grant you the ability take a whole second action or take more than 3 actions total. That said, a lot of powers have been collapsed together...Slow, Speed and Quickness are all one power now and given that spellcasters have more powers now than they did before this seems a little much. 

The final result is a little hard to evaluate, partially because one of Savage Worlds flaws is that there is no automatic "balancing" between Power-users and mundane characters depending on setting. The rules for being a mage are the same in a medieval fantasy where your mundane allies are toting swords and shields and an apocalyptic cyberpunk game where normal humans can carry around fully-automatic weapons and grenades. 

In previous editions the Powers seemed to mostly be in line with the medieval fantasy level...a sorcerer was a bit more dangerous than an archer or warrior but was limited by their power point supply and the ability to affect enemies. Move up to modern day or beyond and the spellcaster quickly falls behind the curve when compared to guns and high-tech equipment (this is often mitigated by specialized arcane backgrounds with a bit more oomph such as what is seen in the deadlands settings). 

In the adventure edition, the spellcasting rules are probably roughly on par with modern or near future capabilities (assuming players have fairly free reign with equipment) but look like they'll dominate when compared to mundane heroes in pre-gunpowder days. There are some very impressive new combat Edges, but not to the degree that spellcasters have.

TL:DR
 
 I'm planning to upgrade to this edition with my games, which should tell you that I consider it to be an overall superior edition. However, it's not flawless and there are a few areas I'm going to have to watch and possibly shore up with house rules.


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.

Wednesday, December 4, 2013

Character Gallery I: The Iron Chaplain

So, just a random idea. I'd like to update more often but I'm often short on time and/or dry on ideas. What I can generally count on is coming up with lots and lots of ideas for NPC and PC characters for games I may or may not ever run. So, I figure starting up a semi-regular posting of random characters I have used or will in the future. Since they're my favorite systems you can probably expect a lot of Savage Worlds and PDQ characters but I promise I'll try and mix it up.


The Iron Chaplain

The Iron Chaplain is a warforged battle-cleric from my Eberron campaign, the War of the Forge. He was a well known war-hero of Thrane during the Last War, and a cleric of the Silver Flame. However, after the war he became disillusioned by the treatment warforged received in Thrane and left the country. He has reappeared as one of the Lord of Blade's trusted lieutenant's and one of the spiritual leaders of the Mournlands warforged. Like most of the warforged followers of the Lord Of Blades he has taken a "weapon name" and now goes by "Morningstar"

Although devoted to the cause of the Lord of Blades the Iron Chaplain is still a fairly noble soul, a believer in mercy and loyalty. He is a strict follower of the "laws of war" and when he takes the battlefield he fights fairly and treats prisoners and civilians with respect. He is often a voice of reason and temperance among the more bloodthirsty warforged who surround the Lord of Blades.

When I introduced the Chaplain I had converted Eberron to Savage Worlds, so here are his Savaged Stats:

Agility-d6, Smarts-d6, Spirit-d12, Strength-d10, Vigor-d10
Skills: Fighting-d12, Notice-d6, Faith-d12, Knowledge (Battle) d8
Pace: 6”, Parry:8, Toughness: 11 (4)
Edges: Nerves of Steel, Charismatic
*Enchanted Mithril Plating +4 armor, grants Arcane Resistance
*Enchanted greatmace (1d10+1d8+2) 2 AP vs rigid armor
*Powers: 35 PP. Powers: Boost Trait, Armor, Blade Barrier (damaging barrier), Dispel, Mending, Smite, Stun, Summon Ally (Sentinel), Divine Power (boosts Vigor and Spirit and acts as 4 levels of Growth. 12 power points to cast). 


Tuesday, March 26, 2013

Savaged Beholder

A few months back I decided to pit the Order of Magnitude against a classic D&D monster: a Beholder. Of course, by this time I had switched over to Savage Worlds, so I needed some appropriate stats.

Oh, speaking of which I'm actually editing and updating the Order's recorded adventures semi-regularly now. If you're interested I've moved them to a second website: http://the-order-of-magnitude.blogspot.com/


So, I checked the internet and unfortunately there's a lack of good Savage Worlds beholder stats, so I took it upon myself to create some. Perhaps for legal reasons I should refer to this as the "spherical, laser eye-beast"


Spherical Laser Eye-Beast (Wild Card)

Beholders (WC)
Agility-d6, Smarts-d10, Spirit-d8, Strength-d10, Vigor-d10

Skills: Fighting-d8, Intimidation-d10, Shooting-d12, Notice d12+1
Parry: 6, Pace: 5" Flying; Toughness: 12 (3)

abilities:
Size +2
Armor +3
Anti-Magic Eye: The beholder's large central eye projects a cone of anti-magic which prevents all spellcasting, automatically dispels existing spells and causes all magical items and constructs to stop functioning until removed from the area. This includes the beholder's eye beams.
Level-Headed: Beholders draw two cards and act on the best. 
Eye Beams: The beholder has 10 eye beams, all of which have a range of 6/12/24. Only 4 beams can be directed at a single target. If the Beholder hits with a raise the victim suffers a -2 to resist the power.

  • Puppet: As the Power, 10 minute duration. 
  • Telekinesis: As the power, lasts indefinitely so long as the eye remains focused on the target.
  • Sleep: Make a Spirit roll or fall unconscious. Lasts 10 minutes or until forcibly awoken.
  • Flesh To Stone: Resisted with Vigor, if the target fails make a hit location. Torso or head hits inflict complete petrification, limbs hit will only petrify the body part (making it unusable).
  • Disintegrate: Inflicts 1d10 damage, plus 1d10 for every raise on the shooting roll. Ignores armor and anyone Incapacitated is turned to dust without a chance to make an Incapacitation roll.
  • Fear: As the Power.
  • Slow: As Sluggish Reflexes.
  • Pain Beam: Inflicts 3d6 damage, 4d6 on a Raise. 
  • Death: Target must make a Vigor roll or become Incapacitated (rolling Vigor again to see if they survive). 
  • Paralyze: The target must make a Spirit roll become Paralyzed for 5 turns.

Sunday, March 24, 2013

The Element of Surprise

Random, silly thought which I have decided to transform into gamable material: A surprise elemental. A being of pure, raw unexpectedness which hails from the elemental plane of Surprisingness (few have been there, but they report that it certainly was not what they expected).

The stats here are for a "large" Surprise Elemental, bigger and smaller versions exist.

Pathfinder

Large Surprise Elemental
2,400 XP
N Large Outsider (elemental, extraplanar)
Init +10; Senses: Darkvision; Perception +11
AC: 19, Touch 16, Flat Footed 12 (+6 Dex, +1 Dodge, +3 Natural, -1 Size)
HP: 52 (8d10+8)
Fort +7, Ref +12, Will +4
defenses: DR 5/-, Elemental Traits, Cannot be surprised
Speed: 80 ft.
Melee: 2 Slams (1d8+2)
Special Attacks: Shocking Slam (1d8), Very Surprising, Sneak Attack (+1d6)
Space: 10 ft; Reach: 10 ft
Str-14, Dex-23, Con-12, Int 6, Wis 11, Cha 11
Base Atk +8; CMB +11; CMD 27
Feats: Dodge, Improved Initiative, Mobility, Spring Attack, Weapon Finesse
Skills: Acrobatics +15, Climb +9, Escape Artist+13, Intimidate +9, Knowledge (The Planes) +5, Perception +11

Special Abilities:

Very Surprising: Surprise Elementals cannot be surprised. No matter how prepared anyone is for the appearance of the elemental they are not actually ready for it. Surprise elementals automatically receive a surprise round during which no one else may act, except other surprise elementals. This occurs even if the elemental joins combat already in process, they receive an immediate surprise round then combat is resumed as normal. During this surprise round all other combatants are flat footed.

Shocking Slam: The surprise elemental's fists are very shocking, so obviously they inflict bonus electrical damage.

------------------------------------------------------------------------
Savage Worlds

Agility d12+1, Smarts -d8, Spirit-d8, Strength-d4, Vigor-d6
Climbing d8, Fighting-d10, Notice-d6, Shooting-d8
Pace: 6; Parry: 7, Toughness: 5
Special Abilities:
  • Elemental: No bonus from called shots, fearless, immune to disease and poison. 
  • Invulnerability: Surprise Elementals take half damage from all non-magical attacks. 
  • Shocking Touch: Str+1d6 
  • Very Surprising: Surprise Elementals automatically get "the drop" on opponents when they enter combat, they also cannot be surprised. 
----------------------------------------------------------------------------------------------------

PDQ

Good [+2] Large; Good [+2] Body Of Surprise; Good [+2] Surprising Movement; Expert [+4] Being Unexpected; Good [+2] Shocking Attack; Poor [-2] Large, Poor [-2] Body of Surprise

Body of Surprise: The elemental is composed of raw surprise, this Quality can be used to overcome any attempts to be prepared (defensive spells or powers, screwing with plans, laid traps, etc).

Surprising Movement: The elemental teleports, disappearing and reappearing somewhere unexpected.





Tuesday, January 8, 2013

New Power: The Sharknado



Oh Asylum films...the world would truly be a less insane place without you. The average quality of films might go up a tick or two, but then we wouldn't have Sherlock Holmes fighting dinosaurs or the beauty that is this Sharknado poster.

After seeing this my wife decided that her character needed a Sharknado spell. Since she's a Legendary ranked spellcaster in our Savage Worlds game I'm more or less willing to come up with any spell, for a suitable Power Point cost. So here's my writeup for the ultimate combat spell: Sharknado!

Sharknado
Rank: Legendary
Power Points: 10
Range: Smarts x2
Duration: 1 (2/round)
Trappings: Enough Said
   The spell summons a small, but powerful whirlwind filled with hungry sharks. The spell affects a Medium Burst Template (the whirlwind is about 10" tall) and all caught within must make an Agility roll at -2 or suffer 3d6 damage from flying debris and savage shark-bites. Anyone damaged by the Sharknado must make a Strength roll opposed by the caster's arcane skill or be pulled within the whirlwind. They suffer a -2 penalty to all rolls while caught within and must make a new roll every round to escape.
   The caster may take an action to move the spell up to (Spirit)" once per round, affecting anything that it passes over and carrying along anyone caught within.


So, that's my Sharknado. How would you incorporate the Sharknado into your favorite system? A power or spell? A monster? Natural disaster? Or just a Movie That Man Was Not Meant To See?


















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. 

Monday, July 9, 2012

Another Shallow Review: Hell on Earth Reloaded


So, is horror-slash-fantasy-slash-steampunk-slash-western not enough for you? Then what about some horror-slash-fantasy-slash-dieselpunk-slash-western-slash-post-apocolyptic RPG gaming? Well, then perhaps you're the target audience of Deadlands' Hell On Earth setting.

I'm a big fan of Deadlands, if you recall the first full-length campaign I've ever completed was a Deadlands game and it was a hell of a good time. So once I heard today that Pinnacle was releasing their post-apocalyptic version, Hell On Earth, as for Savage Worlds then I was all over it. So far I've only skimmed it but just like the Savage Worlds Horror Companion I figured I'd give my first impression chapter by chapter. 

Introduction

For such a nutty, kitchen-sink setting Deadlands has always had a rather complicated to justify it's zombie cowboys on steamcycles. It's interesting stuff but I often steal from far too many different sources to keep the canon intact. Besides I already know the general background (ghost rocks fall, everybody dies) and I'm just doing a quick skim to make sure I got my money's worth so I'm skipping most of it for now.

However, the writers should be commended for how completely they address various important setting issues such as "what is used as money?" or "are there still any satellites" and how people get around the place after the disaster.

Definitely an interesting read and probably pretty essential if you want to run the setting without any modification but for now let's move on.

Makin' Heroes

Character creation is pretty familiar, no big changes and it'll be even more familiar with it if you've got experience with the original Deadlands Reloaded. All the g's are removed from skills and you've got some familiar Hindrances along with some new ones like Rad Intolerance and Mutations. All good fun.

Now one of the things I liked most about Deadlands Reloaded was that a lot of it could be used for other settings. Many of the Edges were useful for other settings and they weren't at afraid to play around with the Arcane Background rules and came up with a lot of interesting variations that could easily be used in other ways. The hucksters for instance make a good set of "wild magic" spellcasting rules and the Blessed were an interesting departure from the regular Powers-and-power-points rules.

Unfortunately so far Hell On Earth doesn't quite seem to share that potential. The majority of the Edges are pretty setting-specific things like Rad Resistance or starting off with a car. I was especially interested in the Kung Fu edge because the martial arts rules from Deadlands Reloaded were very useful for other games. Unfortunately it's clear that the rules here are meant to work with Hell on Earth's higher tech level. The Kung Fu abilities range from "Too powerful for non-fu
turistic settings" to "too powerful for any setting". Mainly because a lot of them don't actually involve martial arts or even hand-to-hand combat. A cyborg cowboy with a laser pistol is just as likely to benefit from Kung Fu as an unarmed fighter, probably more because the cowboy has the benefits of his weaponry on top of it. The worst is that one of them grants the Hardy advantage, which anyone familiar with Savage Worlds should know is way too powerful to give away as just an Edge.

Equipment

Now, the equipment chapter I quite like. It's full of some useful gear for modern or close futuristic settings like specialty ammo, modern body armor and so on.

In general when it comes to near-future settings like post-apocalypse and cyberpunk gear tends to go two ways. Either they take into account the march of current technology (see the most recent edition of shadowrun where everything went wireless) or they go with the future of the past. Technology that, while futuristic in style, is often fairly unimpressive compared to actual modern devices. Hell On Earth is definitely of the second category which I find quite nice. It's got a kind of odd charm to it and much of it makes some sense when you think about it (after all most smartphones can't survive being sat on much less a supernatural apocalypse. So what's left is the clunkier and more durable bits of tech and things cobbled together from bits and bobs.

That said some of the more advanced equipment is fairly unimpressive. Compare for instance the gyrojet rocket pistol (2d6+2 damage, 24/48/96, half damage vs armored targets) to the Peacemaker (2d6+1 damage, 12/24/48, AP 1). Now, the gyrojet has slightly higher damage (very slightly) and impressive range it's six times as expensive and much more expensive to reload not to mention even a leather vest would render it useless.

But like I said, for the most part the equipment is solid and useful. The vehicle rules especially are going to be a godsend for a lot of Savage Worlds players who might be looking for some rules on tinkering with or customizing their vehicles. It's far from completely comprehensive but it's a good start.

Setting Rules

This extremely short chapter doesn't have much to comment on, except for the scavenging rules which I'm sure will see plenty of use and seem quite serviceable, although I probably would limit the scavenging to one player with others aiding them (otherwise players are likely to rack up huge hauls).

No Man's Land

So here we have the setting's Arcane Backgrounds. You've got a pretty big variety, Doomsayers (mutant radiation priests), Junkers (techno-wizards), Sykers (psionicists), Templars (holy knights), Toxic Shamans (shamans of pollution and garbage). You've also got the harrowed who are basically unchanged from the original Deadlands.

Unfortunately unlike the basic Deadlands setting the Hell On Earth ABs are pretty darn setting-focused. The Junkers are far more powerful than your average mad scientist for example and Toxic Shamans and Doomsayers are tied integrally to the setting. The Templars seem like your average Miracle wielders but they get a selection of Edges that make them truly impressive when battling evil. They might work in a modern setting (think the Knights of the Cross from Dresden Files) but otherwise they're far too kick-ass in for most settings. Psykers are amusing (baldness is an unfortunate side-effect of their powers) and they have some good new powers (like the ability to wipe memories or mentally communicate).

The powers are fairly useful and can easily be harvested for your own use or used as-is just fine. The only one that struck me as odd was the Slow Burn power (designed for Psykers to bust up heavily armored vehicles and the like). Unfortunately it doesn't actually work very well. For instance against a toughness 10, armor 70 vehicle the power inflicts 5d10 damage...now the probabilities of dice in savage worlds can be tough to calculate but to beat 80 on a 5d10 is still pretty damn astronomical odds. Also, as written it can't even hurt an unarmored target. But otherwise some fairly useful stuff and the AB's are fairly well-designed for the setting.

Marshall's Section

There's some pretty interesting stuff going on here. We've got weird weather, rules for mutations and fear levels. All of it seems okay.

Then we've got the setting info for specific cities and locations throughout the West. I don't have anything like the time needed to actually read through all this yet but what I do see is fairly interesting.

Then afterwards we've got a big collection of monsters. Some mutated, some mechanoid, some undead and some all three at once. Again, it looks serviceable but far too detailed for me to plunge into yet.

Quick Overview

There's a couple of things that bear mentioning in regards to the quality of the book. First, the art is quite nice and although there's plenty that was probably recycled from older Hell On Earth books it's all cool and evocative. Unfortunately the layout is pretty rough. The gear is pretty awkward (the tables of gear stats are all clustered at the end of the chapter) and the No Man's Land chapter is worse. It starts off immediately with one of the arcane backgrounds with no intro or explanation, then jumps to the rules for the Harrrowed, then back to the rest of the Arcane Backgrounds. Then we've got various rules scattered throughout the book like the (extremely bare-bones) bionics rules stuck in one of the city descriptions.

The other thing that bears mentioning is price. For some reason Hell On Earth pretty darn expensive, about 40 bucks for a 200 page book. That's quite spendy when you consider how reasonably priced the core Savage Worlds material tends to be. The Print and PDF package together is over 50 dollars when many companies include PDFs for free with their book (or at least at a very small extra price). All that was too rich for me so I went with the PDF alone which is a better deal at (a still quite high) 25$.

Final Thoughts

 So, all in all it's a pretty mixed bag. There's a lot of stuff in Hell On Earth that's interesting or potentially useful but at the same time it's pretty darn expensive.

If you're a deadlands fan and you know for sure that you want to run or play in a Hell on Earth game then I'd say that the book's definitely worth picking up. You'll have a lot of fun. With minor editing it could easily be adjusted to various levels of post apocolyptic adventures. Some aspects of the setting bear a more than passing resemblance to Rifts for example (notably a high-tech conquering nation-state called the Combine with robotic minions with a skeletal motif).

However, if you're just a general fan of Savage Worlds and you're hoping to chop up the setting to use in completely different games then I don't think you'll find it very worthwhile considering the minimum price of 25 bucks.

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).

Wednesday, November 9, 2011

New Savage Powers...of Dredmor

Been working on using Savage Worlds to run Dungeons of Dredmor. Most of the game's abilities convert just fine to existing Savage Worlds skills and Edges but the magic system requires a bit more work. Mostly in term of Powers. So I decided to spend a bit of time converting Dredmor powers to Savage Worlds and post the results here. I figure these are good, interesting powers for any Savage Worlds fantasy campaign so they're worth public display. 

Arcane Background (Astrology)

The power of the heavens! Astrologers use a bizarre mix of science, spirituality and calendars to attain heavenly powers. Astrology works just like AB (Miracles) for the purpose of purchasing Edges.

Arcane Skill: Astronomy (Spirit)
Starting Power Points: 10
Powers: 2 plus Light
Backlash: If an Astronomer rolls a 1 on their Astronomy die then they have screwed up their horoscopic predictions and their Astronomy skill is dropped by one level until they succeed at a spellcasting roll. 

Astrologers have access to the following standard powers (with trappings of light, holiness or fortune): Banish, Bless, Bolt, Boost Traits, Deflection, Dispel, Smite, Stun

In addition there are a few new powers taken directly from Dredmor: 

Radiant Aura
*Rank: Novice
*Power Points: 2
*Range: Touch
*Duration: 3 (1/rnd) 
  The target is surrounded by a halo of radiance. This grants +1 bonus to hand-to-hand damage rolls (holy energy) and a +1 to Toughness against the attacks of undead or necromantic Powers. On a raise these bonuses are doubled. This power also produces a corona of light, illuminating the area in a Large Burst around the character.

Solar Glyph
*Rank: Novice
*Power Points: 2
*Range: Smarts
*Duration: See Below
  This spell creates a glowing symbol on a floor, wall, doorway or any other stationary, solid surface at least a yard wide. The glyph will trigger if disturbed (stepping on, poking, or moved) and burst in a flash of brilliant energy against the character who triggered the glyph so long as they are within 1". The blast of light is blinding and targets must make an Agility roll at -2 or become Shaken and suffer a -2 to Parry until their next action. Demons and undead also suffer 2d4 damage from the heavenly energies within the glyph. The glyph remains in place until triggered by someone but it is not possible to have more glyphs currently active than half your Spirit and no more than one glyph per 1" area. Although it does not shine brightly the glyph glows fairly obviously in darkness. 

Syzygy
*Rank: Seasoned
*Power Points: 6
*Range: Smarts
*Duration: 3 (2/rnd) 
  The spheres align and the target becomes amazing! This power increases all Attributes (Agility, Smarts, Spirit, Strength and Vigor) by one die type (or two on a raise). 

Celestial Aegis
*Rank: Seasoned
*Power Points: 5
*Range: Smarts
*Duration: 3 (1/rnd)
  This power surrounds the target in a suit of armor woven from aetherial energy. This grants +2 Armor, a +2 to all Spirit rolls and +2 to all rolls made to resist powers. On a Raise these benefits are doubled. 

The Stars Aligned
*Rank: Heroic
*Power Points:  3-9
*Range: See below
*Duration: Instant
  The caster is the center of a confluence of terrifying celestial energies. This takes the form of a Medium burst centered on the caster which inflicts 2d6 damage in the form of aethereal and holy energy. In addition anyone Shaken or Wounded by the damage is blinded until they manage to recover from being Shaken. Against demons and the undead this damage increases to 2d8. For three additional power points the damage increases to 3d6 (or 3d8) or the area increases to a Large Burst. For both it costs 6 additional power points. 
Heavenly Weapon
*Rank: Heroic
*Power Points:  5
*Range: Touch
*Duration: 3 (1/rnd)
  You imbue a single weapon with the power of the stars. The weapon gains a +2 damage bonus and AP 2. These bonuses are doubled with a Raise on the casting roll. In addition when wielding the weapon your Wild Die for Fighting, Throwing or Shooting with the weapon becomes a d10.

Arcane Background (Tinkering)

Arcane Skill: Tinkering (Smarts) or appropriate skill
Starting Power Points: 10
Powers: 1

This background functions pretty much identically to weird science. Common examples of Tinkering weaponry are Clockwork Power Limbs (Boost Strength), Clockwork Chainaxes (Smite), Clockwork Bolt Throwers (Bolt) as well as original creations such as flamethrowers (Burst) or magnetic deflectors (Deflection or Armor) or smoke machines (obscure). In general Tinkering is limited to devices that can produce raw, physical effects (clockwork, explosives, etc) or those that can produce chemical effects (poisons, acid, etc). Actual magical potions and the like are limited to Alchemy.

Devices created through Tinkering each have their own supply of power points which recharge individually. Activating most of these devices requires a Tinkering roll but those designed to be used as weapons (such as Bolt Throwers) simply involve the appropriate skill roll (such as Shooting). On a skill roll of 1 the device malfunctions and breaks down which requires a Craft roll and 2d6 hours to fix. 

One-shot items such as traps, grenades or special ammunition work best when created using the Gadgeteering Edge. 

Arcane Background (Alchemy)

Arcane Skill: Alchemy (Smarts)
Starting Power Points: 10
Starting Powers: 3

Alchemy "Powers" take the form of alchemical formula that the caster knows how to reproduce effectively. Creating an alchemical potion requires 1 hour's time and access to at least a portable alchemy lab (a well stocked lab grants a +2 bonus, a full workshop grants a +4 bonus to the Alchemy skill). Alchemical concoctions are triggered when consumed or when they a target is exposed to them (for offensive mixtures). This means that most ranged powers must be thrown (throwing skill, range of 3/6/12)

Alchemists can also purchase the Gadgeteering Edge. Their version allows the creation of wands or other "charged" magical items. 

The following is a list of generic Powers alchemists can access: 
Armor, Blast, Bolt, Boost\Lower Trait, Confusion, Dispel, Environmental Protection, Fly, Greater Healing, Healing, Invisibility, Light, Obscure, Quickness, Shape Change, Smite, Speed, Stun, Succor, Teleport, Warrior's Gift 

Many of Dredmor's potions are pretty easily duplicated: Potion of Steeling (Armor), Potion of Healing (duh), Acid Flask (Bolt), Potion of Invisibility (also duh), Potion of Purity (dispel), Spatial Instability Potion (Teleport). Some (potions of mana and potions of replenishment) don't have a creatable version. Here's the basic stats for the remaining, more unique potions. 

Potion of Clear Vision
*Rank: Novice
*Power Points: 2
*Range: Drinker
*Duration: 3 (1/rnd)
  This potion increases the Notice skill of the target by one die type (two on a raise) and grants them the Low-Light Vision ability (allowing them to ignore light penalties for all but Pitch Darkness). 

Potion of Radiance

Functions just like the Astrological power Radiant Aura.

Potion of Midas

*Rank: Novice
*Power Points: 2-3
*Range: Thrown
*Duration: Instant
  When splashed against a target this potion converts a portion of their flesh into gold. This inflicts 2d6 damage (or 3d6 for 3 power points) and produces an amount of gold equivalent to the damage inflicted multiplied by the creature's size +1 (negative size halves the amount produced for each -1). 

Potion of Lively Regeneration
*Rank: Heroic
*Power Points:10
*Range: Drinker
*Duration: 1 (3/round)
  This potion grants the effects of Fast Regeneration. The target of the spell may make a natural healing roll every round to recover Wounds. On a Raise the target also receives a +2 to any soak rolls during the spell's duration. 

Potion of Dire Empowerment
*Rank: Novice
*Power Points: 2
*Range: Drinker
*Duration: 3 (1/rnd)
  The drinker's Strength score is increased by one die-type and their Toughness increases by +2 against necromantic damage. These bonuses are doubled on a Raise. 

Infernal Potion
*Rank: Novice
*Power Points:4
*Range: Drinker
*Duration: 3 (1/rnd)
  The drinker receives the equivalent of +4 Armor against fire based attacks (+6 on a Raise) and they are surrounded by a flaming aura which grants +1 fire-based damage on all of the drinker's attacks (+2 on a raise). 
Hyperborean and Voltiac potions have identical effects but are based on cold or electrical damage respectively.


Arcane Background (Psionics)

Arcane Skill: Psionics (Spirit)
Starting Power Points: 10
Starting Powers: 3

Psionics function pretty much identically to the standard version. They have an advantage over magic in that they require no gestures, words or other frippery to perform their Powers but they do have a smaller selection of available powers. On a roll of a 1 on their arcane skill they are Shaken.

Psionic powers have trappings involving telekinesis or mentalism: Bolt (hurled objects), Boost Trait (biofeedback), Confusion, Deflection, Fear, Fly, Havoc, Healing (with crystals), Legerdemain, Pummel, Puppet, Slumber, Stun, Telekinesis, Teleport.

The Dredmor specific skills almost all translate pretty directly to existing powers although the power level does change (Crystal Healing is a Novice ability while Narcosomatic Induction (Slumber) and Psychokinetic Shove (Pummel or Havoc) are both Seasoned). There are two new powers:

Pyrokinesis

*Rank: Novice
*Power Points:2
*Range: Smarts x 2
*Duration: instant
  The target spontaneously combusts, suffering 1d10 fire damage and automatically catching on fire. 
Nerve Staple

*Rank: Veteran
*Power Points:6
*Range:Smarts x2
*Duration: 3 (1/rnd)
  The caster must make an opposed roll using their Psionics skill against the target's Spirit. If the caster succeeds the target is Shaken and their Agility, Smarts and Spirit are all lowered by one die type. If the caster succeeds with a Raise then their Attributes drop by 2 die types. This cannot lower them below a d4.

Arcane Background (Magic)

Arcane Skill: Spellcasting (Smarts)
Starting Power Points: 10
Starting Powers: 3

Magic works pretty much like normal, but there's a good load of Dredmor specific spells to stat out. This AB also gives access to pretty much all Powers.

The following spells work well as existing powers:
Animate Blade Being (Bolt, flings suicidal silver-ware golems are your foes or a damaging Barrier for stationary blade-beings)
Unliving Wall (Barrier)
Thor's Fulminaric bolt (Blast)
Power of Magic Steel (Smite)
Unholy Warcry (Fear)
Dragon's Breath (Burst)
Obvious Fireball (Blast)
Gog's Tactical Pyre (damaging Barrier)
Deathly Hex (Bolt)
Nightmare Curse (Slumber)
Knit Flesh (Healing and/or Greater Healing)
Zombyfycation (Zombie)
Froda's Jump Discontinuity/Xeuclid's Translation (Teleport)
Beklam's Diminishing Calculus (Lower Trait)

Now, as for the rest...lets go!

Animate Mustache
*Rank:Novice
*Power Points: 3+
*Range:Smarts
*Duration:3 (1/rnd)
  You conjure a mustache golem using whiskers summoned from the Elemental Plane of Facial Hair. This is an Extra who is completely loyal to the caster which acts on the same initiative as the caster and receives an immediate action as soon as it is summoned. On a raise the golem has the Hardy advantage. Casters of Seasoned or higher rank can spend an additional 2 Power Points to summon extra golems at once (2 total at seasoned for 5 PP, 3 at veteran for 7 PP and so on).
  The golem is about the size of a cinder block but moves quickly and possesses long prehensile whiskers that it uses to constrict its victims. It has the following stats: 
  • Attributes: Agility 1d10, Smarts d8, Spirit d8, Strength d8, Vigor d10
  • Skills: Climbing d6, Fighting d8, Notice d6
  • Pace: 6, Parry: 6, Toughness: 5
  • Special abilities:
    • Strand: Str
    • Construct: +2 to recover from being Shaken, Immune to poison/disease. No additional damage from called shots.
    • Fearless: Immune to fear and intimidation
    • Size -2
    • Small: Attackers suffer a -2 penalty to hit the golem. 
    • Choke: If a mustache hits with a raise they automatically grapple the target and (if they breath) begin choking them. Each round the victim remains grappled they suffer a Fatigue level. 
Invive Thaumite Swarm
*Rank: Seasoned
*Power Points: 3
*Range: Smarts x 2
*Duration: 3 (1/rnd)
  The target's flesh is infested with a swarm of microscopic thaumites which burrow and chew viciously inflicting 1d10 damage every round. If the target is killed but the caster continues to maintain the spell the swarm surrounds the corpse in an invisible cloud which will infest anyone who moves through it. 

Grant Machine Mortality
*Rank: Heroic
*Power Points: 6
*Range:Smarts
*Duration:3 (1/rnd)
  This spell summons a horrifying machine from the Plane That's Full of Horrifying Machines. The robot serves loyally for the duration of the spell and will act on the same initiative as the caster (acting immediately the turn it is summoned). If the caster scores a Raise on the casting roll then the robot has the Hardy advantage. It is an Extra.
  The Machine has the following stats: 
  • Attributes: Agility d6, Smarts d6, Spirit d8, Strength d12+3, Vigor d10
  • Skills: Fighting d10, Intimidation d10, Notice d8
  • Pace: 8, Parry: 7, Toughness: 14 (4)
  • Special Abilities
    • Shiny Blades: Str +1d10
    • Armor +4: Steel Plating
    • Construct: +2 to recover from Shaken, no additional damage from called shot, immune to poison/disease.
    • Fearless: Immune to fear and intimidation.
    • Improved Sweep: The robot may attack everyone adjacent as a single action.
    • Size +3: The robot is about 9' tall. 
Digging Ray
*Rank:Veteran
*Power Points: 10
*Range: Smarts
*Duration: 10/round
  This spell creates a beam of stone-dissolving energy which is primarily used to disintegrate walls and similar impediments. It inflicts 3d10 damage against objects or creatures composed of stone (attempting to strike a creature requires a Shooting roll at -2) and it can be maintained to continue dissolving material. If focused on a single spot the damage is sufficient to bore a hole about 1 yard wide in 6 feet of solid rock per turn up to Smarts range. The hole can be expanded but slows the progress proportionally (so opening a 2 yard wide hole happens at the rate of 3 feet per round). 

Meatshield

*Rank: Novice
*Power Points: 3
*Range: Self
*Duration: 3 (1/round)
  Bulging lumps of meat grow to help cushion blows and ward off damage while also increasing your general burliness. This increases Strength and Vigor by one die type (two on a raise). Of course you're absolutely hideous while under the spell's effects and suffer a -4 to Charisma. 

Fleshborer

*Rank: Novice
*Power Points: 3
*Range:Smarts x 2
*Duration: 1 (1/rnd) 
  This gruesome spell rends the target's flesh continously. The caster must make an opposed roll against the victim's Vigor using their casting skill. On a success the spell inflicts 2d4 damage per round as long as the caster keeps it going. On a raise the damage increases to 2d6. 

Corpus Burst

*Rank:Seasoned
*Power Points: 2-6
*Range:Smarts x3
*Duration: Instant
   This spell makes corpses explode. It can target any inanimate bodies of once-living creatures. The corpse bursts explosively inflicting 2d6 damage plus the Size of the creature (corpses that are only partially intact may count as smaller) in a Medium Burst. It is possible to target up to three corpses at once by spending 2 Power Points per corpse.

Miasmatic Putrefaction

*Rank:Veteran
*Power Points: 4-6
*Range:Smarts x3
*Duration: 3 (1/rnd)
  This spell creates a thick cloud of horrific corruption and poison. The cloud takes the form of a Medium Burst and inflicts 2d6 damage on anyone within the cloud or who enters it. The cloud is stationary (unless blown around by strong winds or similar forces) and damages anyone who starts their turn in the cloud or who enters it. The cloud is also semi-opaque and is treated as a region of Dim lighting (-1 penalty). For 6 power points the size of the cloud can be upgraded to a Large Burst. 

Curse of the Golden Ratio



This spell functions identically to the effects of the Midas potion (see Alchemy) except that it works as a ranged attack (using the caster's arcane skill roll) with a range of 12/24/48.

Zenzizenzizenzic

*Rank:Heroic
*Power Points: 5
*Range:Self
*Duration:3 (1/rnd)
  It's a spell to increase the power of your spells! This spell increases the caster's Spellcasting skill by one die type (or two on a raise) and reduces the cost of all spells cast during it's duration by 1 Power Point (to a minimum of 1). Repeated castings stack. 

The Recursive Curse
*Rank: Heroic
*Power Points: 8 
*Range: Smarts x2
*Duration:3 (2/rnd)
  The caster must succeed at an opposed roll against the target's Spirit. If he wins the target suffers a -1 penalty to all Trait rolls. At the start of the next turn the target must make a Spirit roll (at -2 if the caster succeeded with a Raise) or the penalty worsens by 1. This continues as long as the spell's duration lasts. 

Mark of Chthon
*Rank: Seasoned
*Power Points:4
*Range: Touch
*Duration:3 (1/rnd)
  This spell marks the target with the symbol of a dark god increasing their Strength and Vigor by 2 die types. On a raise they also gain the Hardy advantage. However once the spell ends the target takes 2d6 damage (after losing the spell's benefits) as the mark burns his soul with necromantic energy. 

Pact of Fleeting Life
*Rank: Seasoned
*Power Points:4
*Range: Touch
*Duration: 5 (1/rnd)
  When the spell is cast the target (who must be willing) suffers 2d6 damage due to necromantic energy. The target of the spell inflicts 2 additional points of damage due to necromantic energy (+4 on a raise) and whenever they successfully inflict a Wound on a creature they may make a Natural Healing roll (at +2 for each wound inflicted beyond the first) to recover their own Wounds.

Eldritch Inhabitation
*Rank: Veteran
*Power Points: 4-6
*Range: 12/24/48
*Duration: See below
  The caster launches a bolt of writhing darkness which inflicts 2d6 damage (or 3d6 for 6 power points) on a successful hit. If the target is Shaken or Wounded by the attack they are infested with a being from beyond which will attempt to tear its way back to its home dimension in 1d4 rounds (this occurs even if the original target has died). The entity creates a Medium Burst of squirming eldritch evil which inflicts 2d8 (or 3d8 if 6 power points were used) damage on everything within the Burst.

Tenebrous Rift
*Rank: Heroic
*Power Points: 10
*Range: Smarts x2
*Duration: 1d6+2 rounds (this can Ace)
  This spell causes a minor apocalyptic event, ripping a hole in the fabric of space and allowing horrible Things to reach through. The spell affects a Medium Burst centered as the caster chooses within range. The caster's Arcane skill roll is opposed by the Agility of all within the area. Success means the targets are entangled (suffering -2 to pace and all skills linked to Agility and Strength). On a raise the target cannot move at all or use any Agility or Strength based skills. 
  Breaking free requires an Agility or Strength roll (others may try and help at a -2 penalty to their Strength) but anyone who starts their turn within the area must make another Agility roll to avoid being entangled once more (or becoming more entangled if they are already caught). In addition the hideous mass of tentacles inflicts 3d6 damage to all within the area every turn. It also grows...each round the area of the Rift expands by 1". Don't worry, the chances of the rift lasting long enough to consume your city/continent/planet are minimal. 


Skatha's Roots
*Rank:Seasoned
*Power Points:3-5
*Range:Smarts
*Duration:Special
  This spell summons roots and vines that entangle and crush the target. The caster's arcane skill roll is opposed by the target's Agility. On a success the target is entangled and suffers a -2 penalty to Pace and skills linked to Agility and Strength. The roots also crush the target for 1d6 damage per round until the target breaks free. On a raise the target is completely immobilized and cannot use Agility or Strength based skills at all. They also suffer 2d6 damage per turn until they break free. 
  Breaking free of the roots requires a Strength or Agility roll (they can also be torn off by someone else rolling Strength at -2). For 3 power points this spell affects a single target. For 5 it affects all targets within a Medium Burst. 

Arctic Vortex



*Rank: Heroic
*Power Points:3-6
*Range:Smarts x2
*Duration:1 (2/rnd) 
  The caster summons arctic winds that fill a Medium Burst. The winds are bitterly cold and savage, inflicting 2d6 cold damage to all in the area. Anyone Shaken or Wounded by the damage is caught up in the winds and hurled 2d6" in a random direction and becomes prone. Striking a solid object or wall inflicts 1d10 damage. 
  The vortex remains in place so long as the caster keeps paying the upkeep, inflicting damage on anyone who starts their turn in the area and anyone who enters the area. The caster may take an action during their turn to move the area up to 1/2 their Spirit in inches. 

Hand of Belimawr
*Rank: Veteran
*Power Points: 4
*Range: Self
*Duration:3 (1/rnd)
  The caster is surrounded by a fiery aura. This has two effects. First it grants the effect of Armor +4 against fire-based attacks (+6 on a raise). Second it causes all the caster's hand-to-hand attacks to inflict an additional 1d6 points of fire-based damage (this increases to 1d10 on a raise).

Rune of Exploding
*Rank:Seasoned
*Power Points: 4
*Range: Smarts
*Duration: See Below
   This spell creates a glowing symbol on a floor, wall, doorway or any other stationary, solid surface at least a yard wide. The rune will trigger if disturbed (stepping on, poking, or moved) and burst in an explosion of fire. This fills a Small Burst centered on the rune and inflicts 2d6 points of fire-based damage to all in the area. 
  The rune glows like a hot ember so it is quite obvious in dark lighting. It is not possible to have more runes active than half your Spirit and none may be closer than 1 hex (1") to each other.

Summon Wyrmling
*Rank:Veteran
*Power Points: 6
*Range:Smarts
*Duration:3 (1/rnd)
  This spell summons a small dragonling to serve the caster for its duration. The dragon appears in a puff of flame (filling a Small Burst and inflicting 1d8 damage) and may act immediately and acts each round on the caster's initiative. The wyrmling is an Extra (with the Hardy advantage if the caster manages a Raise on their arcane skill roll).
  The wyrmling has the following stats: 
  • Attributes: Agility d6, Smarts d6 (A), Spirit d10, Strength 1d12, Vigor 1d10
  • Skills: Fighting d8, Intimidation d10, Notice d8
  • Pace: 6, Parry 7, Toughness 12 (4)
  • Special Abilities:
    • Armor +4: tough scales
    • Claws/Bite: Str+d8
    • Size +1
    • Fiery Breath: A Cone effect inflicting 2d10 damage. Agility rolls at -2 allow victims to avoid the blast. 
    • Immunity (fire): The wyrmling is unaffected by fire-based damage. 

Infernal Torus
*Rank:Heroic
*Power Points: 8
*Range:See below
*Duration:Instant
  You release a burst of fire...then another...and another! This spell creates a blast of flame centered on the caster filling a Small Burst and inflicting 2d6 fire based damage to anyone other than the caster in that area. Then a second burst of flame immediately afterwards. This one fills a Medium Burst and inflicts 3d6 damage. Then a third. This one fills a Large burst and inflicts 4d6 damage. 


Sunday, October 30, 2011

Savage Worlds Horror Companion, a shallow review

Just picked up the Savage Worlds Horror Companion today and I've been reading it over. Figured I'd give a summary of my first impressions.

Chapter 1: Characters

Most of this stuff is pretty good.  The Edges and Hindrances are actually really useful for just about any Savage Worlds game. Only a few rely on "special" horror rules like the Sanity rules. I wouldn't suggest buying the book just to get ahold of the extra Edges/Hindrances but it's definitely a bonus that they're so broadly useful.

The biggest problem is the Children of the Night section which provides rules for playing non-human characters (mostly monsters). The biggest problem is that none of these "races" are balanced against one another at all. This would be fine if the book gave you "point values" for the different monsters so you know which can play well together or providing rules for how to balance powerful races against weaker ones.

For example the Angel has a racial point value of at least +20 (there are several abilities traits that are difficult to put values on, it's probably worth more) versus the stand human's value of +2. Dhampyr's on the other hand really have a negative racial value, at least -2. There's no indication of how one is supposed to handle these problems and most of the racial abilities are extremely difficult to evaluate objectively.

Chapter 2: Gear

This chapter contains a fair amount of useful material (such as the effects of wearing garlic strands, waving holy symbols) and some fun toys (such as atomic ghost hunting packs). It has some fairly silly mistakes that shows some people didn't do their research very well. For example a pure silver sword is just as useful as a regular sword (if more expensive) but a sword made from cold-forged iron is fragile and breaks if you roll a 1 on a fighting dice. Silver bullets are also apparently softer and have a lower AP value when silver is actually harder than lead. Silly but nothing horrific.

Chapter 3: Setting Rules

So here we come to the techniques used to adjust SW to a horror setting, the meat of the book.

Some of the rules range from just cheesy to downright ridiculous. For example, one suggests using a cone template to represent the blood spray from a dead victim. Now I know Hollywood gets excessive with the gore...but that's a 50+ foot long spray of blood. I don't remember many movies being quite that bloody.

Sanity is one of the biggest features of the chapter. Anyone familiar with Call of Cthulhu is not going to be at all surprised with how Sanity works here. This will probably determine how you feel about it as well. If you like CoC's insanity system you probably won't have much problems with Savage World's but if you prefer more detailed or realistic sanity rules (like Unknown Armies) then you probably won't be satisfied. It's worth mentioning that Sanity really only seems to be a big problem for low-powered characters. Anyone with a decent Spirit score and perhaps one or two Edges to spare basically never has to worry unless they run face first into a dark god. Even then they'll probably be fine.

This chapter contains some simple, but relatively serviceable ritual magic rules. A quick scan of the ritual rules seems to indicate that they could easily be abused (for example using multiple rituals to layer long-duration defensive and trait-boosting spells) so if you're going to use these rules make sure to determine exactly what's required and what the limits of ritual magic in your campaign will be. As a general set of building blocks for a basic set of ritual magic rules it's not bad though.

Chapter 4: Magick

 Th "k" on the end makes it spooky. This chapter is pretty much a big list of powers. The powers here are mostly pretty useful for any sort of fantasy although there's certainly a strong focus on necromancy and other creepified abilities.

Chapter 5: Arcane Items

Like the Magick chapter this is pretty much a big collection of magical gear that could reasonably work in any setting, just with themes of evil/blood/spooky/etc. Nothing's particularly exceptional but it's still a fairly useful collection.


Chapter 6: Creatures

Now THIS is something. We've got 70+ pages of monsters. Demons, dark gods, undead and other. There are also rules for "adjusting" various monsters. Several different "species" of vampires, zombies and slashers and so on. You've got just about every classic movie or literary monster or threat (including nesting alien queens and hockey-masked slashers). There's also a couple of downright silly ones such as the head-banging demonic heavy metal musicians.

Chapter 7: Game Mastering

Honestly I've only skimmed this section and you probably will too. For the most part this is the same advice you can find in just about any RPG book about horror. I'm not saying it shouldn't be here (after all not every GM has much experience running horror-themed games) but it's certainly not something that I feel the need to go over in great detail. Atmosphere, pacing, show-don't-tell and the need to balance subtlety with the gruesome. Etc. Etc.

None of it is is specific to Savage Worlds and I don't think many people buying this will be looking for GM advice but I could be wrong.

In Conclusion

The book isn't exactly dripping with pure horror gold...but at the same time it's still an excellent general resource to provide monsters, magic and edges to your own Savage Worlds game. I'm impressed with how generally useful the book is (which is good considering I'm not planning a horror game at the moment) and while it doesn't have much in the way of shining gems there are very few flaws (mainly the issue I mentioned in chapter 1 with the races).

I'd say it's definitely worth the 15 bucks I paid for the pdf.