Sunday, 18 July 2010

Pregen characters I: Sonic wizard / Blade master

Race: Human

Attributes: Strength d4, Vigor d4, Agility d10, Smarts d8, Spirit d4.

Skills: Fighting d12, Notice d4, Stealth d6, Persuasion d4, Spellcasting d8, Knowledge (Arcana) d6.

Parry: 8, Toughness: 4, Pace: 6, Charisma: +0.

Edges: Arcane Background: Magic (focus - Songblade), Florentine, New Power.

Hindrances: Insomnia (m), Enemy (m), Hard of hearing (M - deaf).

Powers (10PP): Sound blade (deflection) - a vibrating blade of sonic energy defends you from attacks, Wave of disruption (burst) - produces a burst of destructive sound waves, Sonic boom (stun) - a deafening blast of sound, Wail of the banshee (fear) - a beastly howling terrifies all who hear it.

Equipment: Songblade (short sword), Dagger, Backpack, Lantern, Oil, Flint & steel.

Gold: 220

Arcane Background options: Activation methods

In my campaign I've been requiring characters with Arcane Backgrounds to determine how their powers are manifested. In addition to deciding the trappings of each of their powers, I've asked them to choose from a lit of "activation methods".

All characters with an Arcane Background should choose one of the following activation methods. Optionally, a different activation method can be selected per power.

Words: The character cannot use his powers if silenced or unable to speak. Even if the character whispers there is a chance his spellcasting will be noticed – make a Stealth roll, opposed by Notice.

Gestures: The character must use his hands to activate his powers. Normally, he uses both hands, but he may attempt to use only one hand at a –2 penalty (and at an additional –2 if attempted with his off hand). The character can make a Stealth roll, opposed by Notice, to make the required gestures without being seen.

Materials: The character's powers require some kind of material components (the details may be specified if desired). These materials must be purchased in advance, and are consumed at a rate of $1 worth per Power Point spent. The character must have at least one hand free to access his components.

Focus: The character's powers are channelled through a specific object which the character must be holding in his hand. If the object is lost or destroyed the character cannot use his powers again until he regains it or spends a whole day attuning a new focus.

Concentration: Using a power consumes the character's entire action; he cannot take any other actions while doing so. In addition, he may only move half his Pace in a round in which he is casting.

Music: The character must be able to sing or play an instrument to activate his powers. His music cannot easily be concealed, and is audible to all within range (or 5” at a minimum).


Arcane Background: Spirit-binder

This new Arcane Background is inspired by a discussion with vedic & Clint Black on the Savage Worlds forum. I've just introduced it into my campaign.

Arcane Skill: Invocation (Spirit)

Starting Power Points: 10 (but see below)

Starting Powers: 1

Aside from the major deities of the world, there are a huge variety of lesser entities (demons, devils, fey, angels, nature spirits, ancestral spirits, etc.) which can grant boons to those who enter into a pact or bond with them. Such bonds usually occur in one of two situations: a character who is in concordance with the entities with which he is bonded, or a character who has learned the arts of controlling various entities against their will.

Characters with this Arcane Background begin with a bond with a single entity. Each entity grants access to a limited number of powers, of which the character may choose one initially. New powers may be gained, as usual, by taking the New Power Edge, which grants either 2 new powers with an existing entity (to a maximum of 5 powers per entity), or a bond with a new entity, granting one new power.

Each entity has its own pool of Power Points (similarly to AB Weird Science), beginning at 10 PP. If the character learns the Power Points Edge, instead of gaining a flat increase of 5 PP, he gains a number of Power Points equal to his Spirit die type, which can be divided amongst the PP pools of all his bonded entities.

Maintaining an active power only impacts the use of powers granted by the same entity. However, as the character's powers are dependant on an arcane connection between the Binder and the entity, they are subject to effects which dispel or ward against spirits. If one of the character's powers is successfully targeted by the dispel power, his connection with that entity is disrupted, and requires a long ritual (2d6 hours) and a successful Invocation roll to re-establish.

Displeasure: On a roll of 1 on the Invocation die, the entity is displeased with the character, and refuses to grant further powers until it is appeased. Appeasement requires a long ritual (2d6 hours) and a success with an interaction skill of some kind (usually Persuasion or Intimidation).

Arcane Background options: Memorized powers

Much as many people have a hatred of D&D's Vancian magic system, it definitely has a quality of its own, which isn't replicated by the Power Points system of Savage Worlds. One of the most prominent, and most interesting, features of the D&D magic system is the necessity for magic-users to memorize spells in advance. This is one thing which I actually miss about the system, as it requires players to make tactical decisions on which spells will be needed. This option for AB characters is my attempt to bring back some of the feeling of the Vancian magic system, while not radically messing with the core powers system in SW.

Characters with Arcane Background: Magic, Miracles or Spirit-binder can choose to cast spells either spontaneously (as in the normal rules), or by memorization, as follows.
  • Instead of spending Power Points and casting spells on the spur of the moment, some magic-users must spend time in study, meditation or prayer in order to imprint the magical formulae for spells into their minds. When memorizing a spell, a character must spend the required Power Points as normal, including any Power Points needed to extend the spell's duration. Memorizing spells takes one hour (regardless of the number of spells memorized).
  • Casters who memorize spells cannot cast spells spontaneously, thus they have to choose carefully, in advance, which spells they will need. When they have cast all spells they have memorized they cannot use any powers until they get a chance to memorize more spells.
  • They regain Power Points at the normal rate, and, given enough time, are free to study and memorize spells as soon as they have Power Points available. However, the Power Points taken up by a memorized spell do not recover until the spell has been cast.
  • The counterbalance of the limitations of this form of spell casting is that characters gain double the usual number of powers. So, for example a beginning character with Arcane Background: Magic who casts spells by memorization knows 6 powers (as opposed to the standard 3) – having a much broader repertoire than a spontaneous caster. This rule also applies to the New Power Edge, which grants two new powers to spell memorizing casters.
  • Characters with the Wizard Edge should make a Spellcasting roll at the time of memorization, to determine if the power's cost is lowered. This is in addition to the normal activation roll at the point of using a memorized power.

Wednesday, 23 June 2010

Elementalists

I've also got a summon ally table for elementals in mind, as I really like the idea of an Elementalist mage with awesome summoning powers. But at the moment (using the existing monster lists) it's an extremely sparse list:

  • Novice:
  • Seasoned:
  • Veteran: Elemental
  • Heroic:
  • Legendary:

Yeah, needs a bit of filling out. The Border elementals from the Fantasy Companion will of course be in there, but I've got to decide if they're of equal or lesser rank than the normal elementals. Various kind of demi-elemental creatures could also probably be added (like Salamanders, and possibly Djinni / Efreet), but that's only part of the way. I'm going to need to create some new elemental creatures. Here are some ideas:

  • More border elementals. I don't know why, but I find them really cool, and love the idea of more of them. We've got lava, mud, sand and steam. How about (consulting the AD&D list of para & quasi elemental planes...) smoke, ice, lightning, ash, dust and salt?
  • Lesser elementals. I've coined the name "elementines" for these creatures. The intention is to make some creatures that can be summoned by Novice elementalists.
  • Greater elementals. I'm not sure how powerful these should go, have to think about it.

Summoning lists

I'm very keen on the idea of summoners. And the summon ally spell in Savage Worlds (Fantasy Companion) really makes it possible to do this archetypal specialist wizard justice. However, my only problem with that power is that it's very limited and rather specific in the types of creatures it allows a character to summon. Basically it's just animals, elementals, and a few construct-type creatures. Which are all fine, but I thought it'd be nice to create some more diverse, themed lists which a character can choose from when learning summon ally. Here's what I've got so far.

Animals

  • Novice: Bird of prey (FC), Dog / wolf (SWEX), Snake, venomous (SWEX), Swarm of rats (SWEX)
  • Seasoned: Boar (FC), Dire wolf (FC), Snake, constrictor (SWEX)
  • Veteran: Alligator / crocodile (SWEX), Lion (SWEX), Snake, deadly venomous (SWEX)
  • Heroic: Bear, large (SWEX), Bull (SWEX), Rhino (Savage Beasts)
  • Legendary: Elephant (Savage Beasts)

Demons / Devils

  • Novice: Damned (Savage Beasts)
  • Seasoned: Hell hound (FC), Demonic soldier (FC)
  • Veteran: Diabolic servitor (Man-cat, Man-goat, Man-toad)
  • Heroic: Black knight (FC), Master of the pit (Savage Beasts)
  • Legendary: Lasher (FC), Torture lord (Savage Beasts)

Undead

  • Novice: Skeleton (FC), Zombie (FC)
  • Seasoned: Ghoul (FC)
  • Veteran: Frozen wight (Savage Beasts)
  • Heroic: Guardian mummy (FC), Shadow (Savage Beasts), Spectre (Savage Beasts), Wight (FC)
  • Legendary: Vampire, young (FC)

Friday, 18 June 2010

Wilderness encounter tables

Another thing I've got planned, with this work on collating monster lists, is to create some classic D&D style random wilderness encounter tables for Savage Worlds. There are encounter tables in Advanced Dungeons & Savages, but they only include the creatures from Savage Beasts, nothing from the Fantasy Companion, so I thought it'd be a useful and fun project to make some encounter tables using the combined monster list!

I had vague memories of there being a kind of "standard method" for making wilderness encounter tables, which I thought was in the D&D Expert set. It turns out that what I was thinking of was actually in the AD&D 2nd edition DMG. The 2-20 table. Creatures are assigned a place on the table based on their frequency in the terrain type.

2 - Very rare
3 - Very rare
4 - Rare to very rare
5 - Rare
6 - Uncommon
7 - Uncommon
8 - Uncommon
9 - Common
10 - Common
11 - Common
12 - Common
13 - Common
14 - Uncommon
15 - Uncommon
16 - Uncommon
17 - Rare
18 - Rare to very rare
19 - Very rare
20 - Very rare or unique

I also just came across some very nice ideas about including other types of encounters, which would be more campaign specific, but sounds marvellous. It ties in nicely with the classic 1d6 "dungeon room contents" table from D&D Basic, which goes something like:

1 - 2 - Monster
3 - 4 - Empty
5 - Trap
6 - Special

I love that table, and I also love the idea of a wilderness equivalent of it!