Showing posts with label eberron. Show all posts
Showing posts with label eberron. Show all posts

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, December 27, 2011

Randomly Generated Downtime

So the order had just finished a major job, leaving crushed enemies and smoking wreckage across 3 or so countries in their wake. Magnus is fully engaged with research with House Cannith working to examine the two ancient schema pieces they've examined so far. This will take quite a while and it'll lead to the longest downtime for the Order so far (and with Magnus occupied possibly the quietest).

So other than a few minor personal projects (Nolan hunting through Sharn for great restaurants and exotic recipes and Jack trying to convince Magnus to help construct an Alchemy golem using a Manual they found in the Whitehearth facility) the Order had little plans for the glut of time they were left with and considering the last time they had time to kill they ended up causing labor riots...I needed to find something for them!

So after flipping through the eberron Player's guide I found an option which allows characters to purchase "shares" in an expedition to Xendrik and other exotic locales. In exchange for an initial investment they may roll on a table for a random reward (potentially ending up losing cash on the deal). So with a few modifications I create an alternative system. Instead of purchasing shares in an expedition these would be "mini-adventures" which each character can engage in initially (with the "purchase cost" representing the price of supplies, transportation and information). In addition to the standard table (which is for the most part identical to the one in the player's guide) I included a "risky venture" option requiring a greater investment but with the possibility of greater rewards. I'll include both tables at the end of the post. Each "roll" on the table took about a month of time.

So pretty much everyone in the Order (except Magnus who is otherwise busy) decides to invest in their individual sidequests:

Jack Struck gold, going for the "risky" adventure every time and always managing to make a profit in the form of cash, valuable spell components and ancient artifacts. In fact, after 4 or so months Jack has made enough profit to completely fund the creation of "Nurse" his alchemical golem (modified to medium size rather than large and disguised with a heavy robe to resemble a silent warforged).

Glorin had a tendency to collect cursed antiquities or trudging through diseased swamps. Fortunately his excellent saving throws hold him in good stead and he manages to avoid any serious issues. However he makes little profit until he finally gets a big break. A ship he is sailing on is commandeered by several Brelish soldiers and non-other than King Boranel's brother. They're pursuing a rogue sorcerer and when they finally catch up the sorcerer manages to disable the his pursuers but Glorin manages to overcome his spells and slay him. For saving the king's brother he's rewarded with a hefty cash reward and an honorary membership to the Redcloaks (including his own fancy cloak).

Nolan has mixed luck. He unfortunately has several "bad maps" and at one incident where a noble he was working for was killed by a bullette. Overall he broke even.

Everyone else had almost universally terrible luck. In fact all together the team had so many "bad map" results that we had to make it a plot point...a scummy goblin merchant who set up shop in the Adventurer's district and starting selling faked (or "used") treasure maps. The Order decides that they should pay him a visit and ensure that they get a refund...and that he takes up a new occupation. They show up to find him packing his bags in the company of two heavily armed bugbear bodyguards. After attempting to squirm his way out of a refund he sics the bugbears on the team but an intimidate roll from Glorin and Nolan makes them hesitate...then Nolan asks just how much they're being paid. After offering them twice as much to take a break they're left alone with the merchant...when the true terror strikes.

A high-pitched, reedy voice from outside announces the arrival of Jin Tamlin, bandit extraordinare! and his faithful sidekick, Gimble! Both the Order and the goblin merchant begin panicking.

You see they've run into Jin before and while he was deadly the true danger lies in just how freaking annoying the little bastard was. Jin is a halfling fighter/Master Thrower with a speciality in darts. In fact due to an obscene amount of weapon focus, feats and throwing tricks the little monster was practically a machine-gun...able to toss over a dozen total darts in a single round and accurate enough to penetrate even Glorin and Nolan's defenses. This is combined with the support of Gimble...his gnomish sidekick and "announcer"...a Bard with the perform (bragging) skill to help enhance Jin (usually while hiding behind illusions and invisibility himself). Together they create a perfect storm of deadliness and annoyance.

This time Jin shows up on a flying carpet outside the window while Gimble shouts from the bridge outside, egging him on. The room is soon full of broken glass and flying darts. The Order takes some minor wounds as they dive for cover near the doorway. After a bit of discussion they decide to charge outside. Unfortunately they find Jin hovering overhead and Gimble has multiplied himself with a mirror image. The following battle can be expressed best through Gimble's annoying, high-pitched and repetitive dialogue:

"Come on then you fools! You stand under the eye of Jin Tamlin...master extraordinare!"

"Ho-ho! Tremble with fear and wet your knickers! Look upon the darts of Jin ye fatty and despair!"

*brandishing an apparently empty hand* "Foolish...idiots! Now you shall feel the sting of my invisible blade!"

Unfortunately for Jin, Tayin had a clever idea and whipped out a wand of dispel magic (formerly belonging to peski) and managed with a lucky roll to dispel his flying carpet. The carpet plummets somewhere into the depths of Lower Sharn (probably making an excellent piece find for some poor schlub). Jin is saved by his ring of feather falling and a grappling hook.

Now, before I relate this next part I should mention that as the night goes on it becomes easier and easier to persuade me to do very, very silly things. You see one of Gimble's pieces of equipment is a Bag of Tricks and he got lucky one turn and rolled "rhino". Unfortunately his rhino was no match for Glorin and was in the process of being quickly dispatched. Now...Peski's player had just finished his newest character a (a Shifter barbarian named Pax) and was itching to be introduced into play. His impatience was quickly overcoming any desire for a "reasonable" introduction. So things got...weird.

The rhino began to bulge oddly in the middle and then, in a shower of gore that nearly made the druid faint it burst apart revealing a huge barbarian wielding a greatsword. Pax screams "GIMBLE!" and charges at the gnomish bard.

What follows is blood and screaming and more furry animals being thrown about (this time without barbarians inside). The fight ends with Jin Tamlin dead (eliciting a spontaneous cheer from all nearby buildings...Jin had a reputation) but Gimble escaped, swearing revenge. The goblin merchant gladly hands over a refund, and then some, to the brave men and women who had slain Jin.

Pax introduces himself to the Order and (lacking any knowledge of how he got to Sharn and anywhere to stay) he hangs out with them for a little while...eventually proving his worth and becoming a full team member. We never clearly decided on just how he got inside a magically summoned rhino but I think it involved an accident with a wand of wonder, some sovereign glue and a plate of spaghetti.

That just about covers the Order's downtime. When we return the plot will get back on track. Like I promised here's a copy of the tables I used for random solo-sidequests:


Each venture takes a month’s time and requires an investment of 1000 gp (simple) or 2,000 gp (risky). Each venture earns the player a roll.


1d100 (simple)
1-15: 1,200 gp and a dakhanni antiquity (worth 500 gp) but the idol is cursed and spending it requires a DC 17 will save (bestow curse CL 7) or begin transforming into a goblin until the idol is returned.
16-30: Bad weather and hostile valenar elves force you to return early. 400 gp and one dakhanni antiquity
31-36: You uncover a lost goblin temple but most of your spoils end up stolen. 600 gp, contracts a disease or a spellblight
37: Your lightning rail collides with something on the track, you survive and are given 2 complementary round trip tickets to any destination of your choice.
38-39: Hired to protect a noble on safari, who gets eaten by a bullette. 400 gp but can bring it to 1000 if they sell the story to the Korranberg chronicle.
40-55: 1,100 gp plus 2d10 dragoneye acorns.
56-78: 1,400 gp plus 2d6 pearls (12d12 gp value).
79-80: No clue. You have no memory of the expedition and are found wandering dazedly from the wilderness but your pockets are full of gold. 1,800 gp and a giant antiquity.
81-90: 2,200 gp.
91-95: 2,300 gp and an orcish friendship necklace (+2 to cha rolls with gatekeeper orcs).
96-98: 2,700 gp and you may call in a favor from the Kech Volar for a week’s service from an honor guard (3 4th level hobgoblin fighters, 2 2nd level bugbear barbarians).
99-100: 1,500 gp and a minor wondrous item.


1d100 (risky)
1-15: 2,500 gp and a ceremonial moderate magical weapon. The ghosts of it’s past wielders will seek and attempt to slay you (spawns 1d4 wraiths which try and kill you).
16-30: Bad treasure map. Nothing of worth.
31-36: The ancient ruin has already been looted. One goblin artifact.
37: Lost in the swamp, you contract 1d3 diseases.
38-39: No treasure but you become romantically involved with a noblewoman after foiling assassins sent after her. She breaks your heart after a few weeks and leaves you with 1,500 gp. You’re hounded by journalists (can earn 3,000 gold through interviews) but giving in will cause 4 assassins to be sent after you (5th level gnome rogues).
40-55: 2,500 gp plus 2d8 Irian crystals
56-78: 3,000 gp plus 2d6 syberis dragonshards but there is a curse or spellblight that attaches.
79-80: 4,000 gp plus Potion of non-detection and an oil of greater magic weapon (+5).
81-90: 3,500 gp and you can memorize an artifact spell or gets a giant artifact.
91-95: 5,000 gp and a favor from a dragonmarked house (a one-shot use of the favored in house feat)
96-98: 6,000 gp and a title/knighthood/etc.
99-100: 3,000 gp and a moderate wondrous item.

Wednesday, October 19, 2011

My Lord of Blades

I've been caught up reading the latest Terry Pratchett book, Snuff, so I haven't had much time to think about things to post. So I figured I'd post my version of the Lord of Blades to pass the time:

click for full size
Pretty close to the original design, but modified to make him look less like a psychotic can opener. This is in keeping with my personal take on the Lord of Blades. In my campaign I'm hoping to make him a more sympathetic and reasonable antagonist rather than his original "robo-Hitler" characterization.

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.

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