Arcane Background: Trooper

This is a new Savage Worlds Edge for the Elves & Espers setting:

Arcane Background: Trooper

Arcane Skill: Spellcasting (Spirit)

Starting Power Points:10

Starting Powers: 3

Troopers are powered-armor wearing shock troops.  Their focus is a MultiGun, capable of throwing various destructive magic.  They are also allowed to wear Powered Armor, though they don’t necessarily start with it.  Firing the MultiGun requires a SpellCasting roll that doubles as the Shooting Roll.

Troopers may take the Special Edge Powered Armor.  Each time they take Powered Armor they can upgrade their Armor with another 5 points of powers according to the power costs in Necessary Evil.  This starts from a base of 0, so the first thing they will probably do is buy several points of the Armor power.  Powers must make sense as coming from Powered Armor (albeit magic powered armor) so, e.g. Deflection would be ok, while Construct would not (donning the Armor can’t change you into a construct).   Powered Armor automatically has the Device limitation applied to every aspect of it, so gets no additional discount.  Other limitations applied to specific powers (e.g. Requires Activation, or Partial Protection) may be applied as normal. The Powered Armor Edge can be taken once per rank.

Backlash: On a roll of 1 on the Spellcasting Die (regardless of the Wild Die), the Trooper experiences magical backlash and is Shaken.  This can cause a wound.

Bonus: The Trooper automatically gets a discount of 1 Power Point (as if the Trooper had the Wizard Edge and rolled a raise) whenever he fires a single normal damage (2d6) Bolt from his MultiGun.  He must have at least 1 Power Point left in order to activate the spell, even though it will end up costing 0.  (So if he runs his power completely dry, he can’t keep firing forever.)  This doesn’t stack with the Wizard Edge should the Trooper have it.

Notes:

This Edge represents what the Trooper class was about in the previous incarnation of Elves & Espers.  Mechanically it’s pretty much identical to AB: Magic, except for the new special Powered Armor Edge it allows access to.  I’m a little concerned whether the Powered Armor Edge is too powerful (since it introduces powers from Necessary Evil, which is geared towards Super-Hero levels of power), but I’m hoping that by halving the initial points and making the Troopers worry about splitting their advances between making their MultiGun more effective, improving their Powered Armor, and anything else they might want it’ll be about on par with other characters who can specialize more.

Arcane Background: Roguechemist

or should that be Rogueomancy?

This is a new Savage Worlds Edge for the Elves & Espers setting:

Arcane Background: Roguechemist

Arcane Skill: Spellcasting (Smarts)

Starting Power Points:10

Starting Powers: 3

Roguechemists create magical potions, which they can then deliver with their gun, called a Caster.  Their primary devices are their Caster and their Bandoleer, which serves as a portable lab.  It takes an hour per spell rank to craft a potion, and the power points aren’t recovered until the potion is used or destroyed, at which point they return to the caster at the usual rate (generally one per hour).  The potions are actually powered by imps bound to the bandoleer, which is why the Power Points are consumed until the potion is actually used or disposed of so the imps can recover the power.

Roguechemists spells are limited to things that plausibly can be done with potions: armor, blast, boost/lower trait, etc.  No summoning, creation, or the like.  Also, no potions that duplicate purely Esper effects such as Telepathy, or Clairvoyance.

Backlash: None

Bonus: Roguechemists can use their Casters to deliver potions, giving them the range increments 12/24/48 (instead of 3/6/9 for a thrown potion) and using their Shooting skill.  Spells that have a range of Touch or Self must be drunk or smeared all over, and cannot be delivered via the Caster.

Notes:

This Edge represents what the Rogue class was about in the previous incarnation of Elves & Espers. Other than the special perk of ranged delivery with the Caster, Roguechemists operate just like AB: Alchemy from the SW Fantasy World Builder’s Guide.

Arcane Background: Robomancy

This is a new Savage Worlds Edge for the Elves & Espers setting:

Arcane Background: Robomancy

Arcane Skill: Spellcasting (Smarts)

Starting Power Points:10

Starting Powers: 1

Robomancers build and manipulate magical robots.  Their primary device is called a Workbot, a toolkit on treads that they use to create and control other robots.  Each Robomancer power is a separate device, generally a robot, but perhaps a remote or a tool; each power comes with its own Power Points equal to the inventor’s Power Points.

Robomancer powers must all make sense it terms of robots and gadgets, and may not duplicate any purely Esper effects such as Mind Reading or Puppet, though something like Clairvoyance in terms of a mobile spy-eye would be permissible.

Backlash: When a Robomancer rolls a 1 on his Spellcasting die (regardless of his Wild Die), the device has malfunctioned and cannot be used again until he repairs it, which requires a succesful Repair roll and 2d6 hours worth of work.

Notes:

This Edge represents what the Engineer class was about in the previous incarnation of Elves & Espers. It is essentially the AB: Wierd Science with new trappings.  The first Power that a Robomancer will usually take is Summon Robot, which is a new trapping for Shapechange as suggested in SW Fantasy World Builder’s Guide.  Instead of shapechanging into the creature, you summon one that will obey you for the duration of the spell. In the Robomancer’s case, they snap together a modular robot that has the abilities equivalent to the target creature and enough power to run for the duration of the spell.

Arcane Background: Technomancy

This is a new Savage Worlds Edge for the Elves & Espers setting:

Arcane Background: Technomancy

Arcane Skill: Spellcasting (Smarts)

Starting Power Points:10

Starting Powers: 3

Technomancers bind imps into devices in order to create magical technology.  Their primary device is called a Pentacorder, a slab about the size of a paperback book, with a pentacle permanently carved in it and an imp bound to it to cast spells at the Technomancer’s behest.

Backlash: When a Technomancer rolls a 1 on his Spellcasting die (regardless of his Wild Die), he is automatically Shaken. This can cause a wound.  In addition, if the Technomancer was casting a non-Divination spell, if the spell failed (after the Wild Die is taken into account) it costs an additional Power Point; if that would take the remaining Power Points below zero, there is no effect.

Bonus: Imps love to spy out secrets.  When a Technomancer gets a raise on any Divination spell, the cost of the spell is reduced by 1 Power Point. If the Technomancer also has the Wizard Edge, there is no additional benefit for Divination spells, though non-Divination spells still get the discount.

Notes:

This Edge represents what the Scientist class was about in the previous incarnation of Elves & Espers: Spock-like scanning and analyzing the world.  Other than the special perk for casting Divination spells, which are any information gathering spells, and penalty for non-Divination spells, this is the same as the AB: Magic in the core book.

Elves & Espers: The Concept

Elves & Espers was inspired by some of Jeff Rients’ posts on Encounter Critical and other “faux retro” games, and is my take on “What if D&D had been an SF game instead of fantasy?”   There would be Elves, Dwarves, Hobbits, and all that Tolkein stuff, but instead of going into dungeons armed with swords and magic, killing things and taking their stuff, they’d be going into dungeons armed with blasters and psionics, killing things and taking their stuff.  The technology of the setting would actually be based on magic, or at least Clarkean (sufficiently advanced to be indistinguishable from magic) tech with old school Thrilling Adventure Stories SF trappings.  You know: jet packs, space suits with bubble helmets, boxy robots with claws for hands carrying off Earth women, psychic powers without any of the mystical mumbo-jumbo, blast pistols and Giant Electronic Brains running cities.  With Elves.

I’m not hard-core enough to take it all the way back to white box D&D, despite that being where I got my start in RPGS, so I settled for Mentzer Basic D&D era mechanics.  I rejiggered the classes into Troopers (StarWars stormtroopers), Scientists (Spock), Rogues (Han Solo), Monks (Jedi), Espers (serving the MU and the healer role), and Engineers (Scotty).  Every class had some spell-casting ability, generally through a focus: e.g. Scientists were equipped with Pentacorders, which were boxes with an imp bound into a pentacle that functioned something like a tricorder.  Troopers had their MultiGun, letting them cast destructive spells like Magic Missile and Fireball.  Etc.

So what happened?

We played a couple of times.  I made an introductory scenario where the party were all exiles from a hidden domed city called the Enclave which dated back to pre-apocalyptic days (more or less ripped off from The Vault from Fallout, which I’ve never actually played but Doug once used as the basis for a disastrous campaign).  They were kicked out for having psych profiles that indicated that they were too restless and adventurous for the static social order of the Enclave, so they were teleported via a one-way gate to the outside world.  There was also some froo-fra about time running differently in the Enclave, so even if they found a way back in, everything they knew would be long gone.  (I’ve found that with my players, it pays to shut off avenues like that well in advance to keep them from getting any ideas.)  They appeared in the middle of a valley that had been the site of an ancient battle, the entire floor of the valley covered in the wreckage of vast war machines and bones..mostly human, elf, and hobbit, but with some unrecognizable types mixed in.  They had some adventures, first fighting off some Giant Sonic Caterpillars, then exploring a wrecked tank that was still active enough to toss ball lightning at them, and finally delving into an abandoned power-station.  And then we stopped.

There wasn’t any specific reason or incident, but I was finding it a bit of a chore to GM because I was trying to use an incompletely-baked hybrid of Classic D&D (hit-points, THAC0 and the like) with the SF elements and a more consistent trait test mechanic and I’m the only one in the group who really has any interest and enthusiasm for the retro systems and not just retro-ish settings.  It didn’t seem like helping me playtest my franken-classic rules was entirely fair to my players; if they were going to suffer through teething pains of play-testing a system, it really ought to be for something where the end result would be a system they’d actually want to use.  So we never officially ended the campaign, but each week as we decided what to play, Elves & Espers wasn’t coming up.

Recently, though, I was looking at my setting notes and deciding that I really liked some of the stuff I came up with, so I decided to try it again with Savage Worlds as the system.  SW seems to be poised to become our default system of choice.  Our group more or less divides into those who care about the mechanics, and those who only care that they don’t get in the way (and will just punt and tell somebody else to roll for them if it gets too involved).  So far several of us quite like SW, and nobody has any strong objections, but we’ll see how it holds up once that shiny-new-system smell has worn off.

Elves & Espers Character: Tank McSplatter

Tank McSplatter, of the Hobbit McSplatters

Player: Doug

Agility d6
Smarts d6
Spirit d6
Strength d6
Vigor d8

Edges:
AB: Trooper
Powered Armor (5 pts)
Fortunate (+1 Bennie)

Hindrances:
Small (-1 Pace)
Loyal
Heroic
Quirk

Skills:
d8 Arcane Casting
d6 Climbing
d6 Fighting
d4 Healing
d6 Intimidation
d6 Repair
d4 Shooting
d4 Survival

MultiGun Powers:
Bolt
Blast
Stun

Powered Armor Powers:
Armor +3
Flight (2 pts = Pace)
 
Items:
MultiGun
Powered Armor

Elves & Espers Character: Bongo

Bongo

Human Enforcer, male

Player: Elyssa

Agility d8
Smarts d4
Spirit d6
Strength d6
Vigor d6

Edges:
Quick
Quick Draw
Danger Sense

Hindrances:
Heroic
All Thumbs
Loyal

Skills:
d4 Climbing
d8 Fighting
d4 Intimidation
d6 Notice
d8 Shooting
d4 Survival
d4 Throwing

Items:
Blast Pistol
Longsword
Bow
Needle Rifle
Kevlar Vest

Elves & Espers Character: Josepi Antonio Vincenti

Josepi Antonio Vincenti

Player: Dan

Human Roguechemist, male

Agility d6
Smarts d8
Spirit d6
Strength d4
Vigor d6

Edges:
AB: Roguechemist
Extra Power (+5 pp)
Wizard

Hindrances:
Quirk
Greedy (m)
Curious

Powers:
Entangle
Obscure
Deflection

Skills:
d8 Arcane Spellcasting
d6 Climbing
d4 Fighting
d4 Gambling
d4 Healing
d4 Intimidation
d6 Lockpicking
d4 Persuasion
d6 Stealth
d6 Streetwise
d4 Taunt

Items:
Caster
Bandoleer
Switch Blade
Small cask of Pink Lightning (White Lightning with Pomegranate Juice)

Elves & Espers Character: Stan McStan

Stanley McStan of Clan McStan

Player: Mike

Dwarven Robomancer
Agility d6
Smarts d8
Spirit d4
Strength d6
Vigor d6

Edges:
AB: Robomancy
Arcane Familiar: Robot Cat
Low Light Vision

Hindrances:
Slow (-1 Pace)
Heroic
Big Mouth
Minor Habit

Skills:
d8 Arcane Casting
d4 Driving
d4 Fighting
d6 Knowledge Arcana
d6 Notice
d4 Piloting
d8 Repair
d6 Shooting

Powers:
Summon Robot (as shapechange)

Weapon:
Blast Pistol

Elves & Espers Character: Idariel 7

Idariel 7

Elven Technomancer
Player: Wendy
Agility d6
Smarts d10
Spirit d6
Strength d4
Vigor d6
Edges:
AB:Technomancy
Wizard
Low Light Vision

Hindrances:
Racial Enemy: Cyborcs
Curious(M)
Loyal
Enemy(m): Duke Palliser

Skills:
d4 Investigation
d8 Arcane Casting
d8 Knowledge Arcane
d6 Shooting
d4 Lockpicking
d6 Stealth
d4 Streetwise
d6 Taunt

Powers:
Darksight
Detect/Conceal Arcana
Wandering Senses

Items:
Blast Pistol

History:

Formerly a licensed Investigator in New Ark City, Issa had her license yanked when she publically accused Duke Palliser of being demonically possessed.  Who knew that he could just be that big a jerk naturally? Now she tries to eke a living as an Adventurer, until such a time as she can regain her license.