Elves & Espers: COBOLds

COBOLds are biological constructs left over from a previous era, designed as workers to do all the dirty and dangerous infrastructure jobs. Although looked down on and widely regarded as obsolete compared to the shiny new droids, they still do most of the grunt-work that keeps the arcology running because they still work and it would be too expensive to replace them.  They are short, stocky humanoids, completely bald, with blue skins and big noses.  They are persistent, but not very creative, and have little sense of self-preservation. When they do appear in the upper city, they are looked upon with a mixture of disdain and pity.

COBOLd

Construct – +2 to recover from being shaken, immune to poison, disease, radiation, and aging
Hardy – A second Shaken result doesn’t amount to a wound.
Small – -1 Vigor
Outsider – -2 Cha

Because of their backgrounds, in New Ark City COBOLds are forbidden to take AB:Esper, AB:Trooper, or AB: Roguechemist.

Elves & Espers: G-nomes

G-nomes are the descendants of pre-Apocalypse gnomes, and embrace genetic engineering with the same enthusiasm (and sometimes explosive results) as their ancestors embraced mechanisms and before that alchemy.  They use magical viruses to rewrite their own genetic codes to cosmetically alter their appearances and give themselves interesting and unusual animal parts and abilities. They are the size of gnomes (about the size of a human child) and are always humanoid, with large eyes, but sport a wide variety of fur, scales, feathers, or brightly colored skins, as well as accouterments like horns, claws, fangs, and so forth.

In New Ark City they’re often found as Web Runners, using their rocket-skates to traverse the cables that make up the web delivering messages hither and yon, or in similar professions where regard for one’s personal safety is regarded as a handicap.

G-Nome

Small (-1 Toughness)
Natural Weapons (Str+d6 with one, or Str+d4 with two) – G-Nomes may choose what natural weapons they have, and may choose to shed them and grow different ones, though the process takes a week during which they will have no usable natural weapon.
Attractive +2 CHA. G-Nomes may look bizarre, but they see no reason to be unattractive, and whatever look they adopt will be designed to be aesthetically pleasing
Low Light Vision.  Their large eyes give them low-light vision.

Elves & Espers: Zombots

Zombots are corpses that have been infested with nanite colonies that grow mechanical linkages to make them lurch around in an unholy resemblance to life.   Zombots are hideous travesties, with wires and rods piercing their flesh, writhing under their skin and snaking around their bloody and decaying bodies, manipulating them like grotesque marionettes.  In settings where the Guts skill is used, encountering a Zombot requires a Guts check.

Zombots have no other drive than to create more Zombots and consume flesh and circuitry to sustain themselves, though forbidden Necrotech can be used to command them.  In its inactive form, the nanites are a grey dust (Zombot Dust) that is harmless unless it comes in contact with a corpse or an open wound.  A corpse will become a functioning zombot in 1d6 rounds; a living being will have to make a Vig roll every hour or suffer a Wound and once it becomes Incapacitated will rise as a zombot.  Zombots require flesh to function (it’s part of the programming of the nanites), so although fire won’t destroy the mechanical parts, if you burn away all the flesh, the Zombot is destroyed.  Zombots require a steady infusion of new flesh and circuitry to sustain their activity, and will always be on the prowl trying to consume; once a Zombot has killed a victim it will spend 1d4 rounds feasting, ignoring what else is going on unless it comes under attack. If it spends more than a day without being able to consume anything, it will go into hibernate mode, remaining motionless and emitting no energy readings until a victim gets within movement range (Pace).

When deciding what to attack, the Zombot will go first for the closest person who attacked it, next for the closest victim (choose randomly for equally distant targets); count all robots, computers, and sophisticated machinery as potential victims. Zombots will only employ ranged attacks (if the form has them) if it is not possible to close to melee.  Zombots will incorporate whatever weapons the victim was carrying into itself and use them.  Zombot infection, however, is only carried by natural weapons, not incorporated ones.

Trafficking in Zombot dust (and all forms of Necrotech) is punishable by death in New Ark City.

Zombots

Zombots have stats as their living counterpart with the following exceptions:

Str: +2d Smt: Unintelligent Pace: -2.

Undead: +2 Toughness, +2 to recover from Shaken, No Called Shots, No Wound Penalties
Infectious
: creatures bitten/clawed by Zombots must make a Vig roll every hour or suffer a wound, and will become Zombots after they’ve been Incapacitated
Regeneration
none while active, Fast once killed
Weakness Fire, double damage, prevents regeneration

Elves & Espers: Pigsies

Pigsies are flying porcine vermin. They are sentient, though they never direct their intelligence towards anything other than getting high, eating, crapping, and screwing.  They resemble pigs with butterfly wings (the dust from which is highly psychoactive) and human hands instead of front trotters, and wear rags for clothes.  They are generally armed with bows and spears, and bags of magical powder that they hurl at opponents.  They can chew their way into just about anything, and whatever they can’t eat or snort they break and befoul.  They stink to the high heavens.  They enjoy playing malicious tricks on people, but will usually stop short of outright murder, though if a blinded, hallucinating victim should fall to his death from a great height that would be hilarious.

Pigsie

Str d4 Agl d8 Spr d6 Smr d4 Vig d6
Parry 5  Tough 3 Pace 4/10
Size -2 (-2 to be hit, +2 to hit man-sized foes, -2 Tough-already accounted for)
Fight d8   Throw d6   Shoot d6  Taunt d8
Bow d4 +2 AP  Elf-shot d8 v. Smr or -2 to Trait Rolls (-4 on Raise) from hallucinations
Spear d4
Slumber Powder (1 use) Spr -2 in a Medium Burst or sleep for 1 minute
Blind Powder (1 use) d8 vs. Spr or -6 to Trait Rolls, Parry drops to 2 for 3 rounds

Pigsie Dust

Magically psychoactive dust from ground Pigsie wings, highly addictive.  Grants 2d10 extra Power Points for 1 hour, Vig -2 roll (cumulative if you take another dose before the first wears off) or accompanied by hallucinations (-2 to Trait Rolls for 1 hour); on a 1 on the Vigor die, you’ve become addicted  (gain the minor Hindrance.  If it happens again it becomes a major Hindrance.  Each time thereafter you lose a die off Smarts).  Addicts may take a maintenance dose that takes the edge off (doesn’t grant them extra PP, but doesn’t risk worsening the addiction).  Pigsie Dust is illegal in New Ark City (misdemeanor possession, felony distribution); you don’t want hallucinating magic users with power to burn running around the city.

Pigsies! Why did it have to be Pigsies?!

Session Summary for 11/30/08: Elves & Espers

It’s been a long time since we’ve had a recap around these parts. Let’s fix that.

Sunday night’s session picked up from a previous adventure (undocumented, because Ye Olde Recapper wasn’t present). That session was the first in the Elves & Espers campaign, in which the previously introduced characters banded together and picked up their level-1 quest: Clear out the vermin in the basement. This session opened with our brave exterminators, plan in hand, setting out to accomplish that goal.

Continue reading “Pigsies! Why did it have to be Pigsies?!”

Spell Books and Spell Variety in Savage Worlds

In the real world magicians (or people who thought they were magicians) had spell-books full of spells and bits of magical lore that served as textbooks for learning and performing magic. If you wanted to cast a spell, say to cause someone to fall in love, or to protect against curses, you’d look it up and perhaps find several variations, differing in ingredients or circumstances. You might have to try several charms before you found one that was effective.

For the Haunted Realm campaign, I’d like the most common form of magic to work more or less like that, but Savage Worlds’ core system relies on magic users having a handful of powers, with it being quite expensive (costing an Edge) to add to the list of powers known.  Even in old editions of D&D, while magic users had to walk around carrying big books of spells, they were mostly blank; the maximum number of spells your spell-book could have per level was about a dozen, a dozen-and-a-half.

I also wanted to address the fact that even though the Fantasy Toolkit has plenty of suggestions for utility spells, the limited array of spells an SW magic-user has would discourage anyone from taking any that they didn’t foresee using almost every session.

Fortunately, Cliff Black published an answer to most of my needs in Shark-Bytes Issue 2, in an article about Arcane Rituals in SW.  Although it seems primarily aimed at settings where nobody (or no PC) has a AB:Magic, it’s readily adaptable to higher magic settings.  The basic idea is that SW powers can be cast as ritual magic, where instead of costing power points they take a lot of extra time: 10 minutes for the first PP worth of spell, doubling for each PP after that.  So, e.g. Healing which costs 3 PP has a casting time of 40 minutes.  Rituals are cast out of books or scrolls, and can be cast by anyone who can read them.  Each ritual has a penalty associated with it based on how widely applicable it is (so a spell that provides armor only against undead would be, say, -2, while a spell that provided armor good against anything would be -4).  For powers that have duration, the ritual is cast on a focus–with what the focus must be defined in the ritual e.g. a human shin-bone for the Avoidance of Death armor v. undead ritual–and thereafter whoever holds the focus benefits from the power.  There are also rules for learning  rituals by rote so you don’t need to consult a book (up to Kn:Rituals/2 rituals can be learned this way), and Quick & Dirty casting of rote rituals in combat time (with severe penalties).

So first of all, I decided to adapt this to the Haunted Realm setting.  Rituals would be allowed, and anybody with access to the secondary sources can cast them, and those with Knowledge:Arcane can learn up to K:A/2 rituals by rote.  Powers cast on foci will only last until you let go of the focus, and the focus has to be wielded in an inconvenient manner (e.g. Tybald’s Water Breathing requires that the focus be a pearl, and you have to hold it in your mouth; Avoidance of Death requires that you hold the human shin-bone tightly in your left hand); this is to prevent Rituals from being used to equip an entire party with cheap magic items. Quick and Dirty casting is banned altogether, to avoid devaluing standard spells that have to be bought with Edges.  If you want Feather Fall as a ritual, you’re going to have to cast it on a focus and carry that focus around carefully.  Each ritual has to be crafted or at the very least approved by the GM, and most secondary sources containing rituals would be discovered during play.

Which leads finally to rituals as cast by professional spell-casters, with their thick tomes of knowledge and arcane libraries.  I decided to tweak the Arcane Background: Magic to specifically accommodate this, coming up with:

Arcane Background: Scholastic Magic

Arcane Skill: Spellcasting (Smarts)

Starting Power Points: 10

Starting Spells Known: 3

AB: Scholastic Magic works the same as AB:Magic from the core rules, with the following addition.  Due to the many years scholastic mages have spent in an academic setting, studying the theory and practice of magic, and the long hours in the library taking copious notes, Scholastic Mages possess a Grimoire of rituals and magical principles and experiments they’ve performed.  Armed with their Grimoire, given time Scholastic Mages can alter the trappings of their Powers and invent new Rituals.  To alter the trappings of an existing power, the Scholastic Mage must spend 1 minute (10 rounds) thumbing through the Grimoire and make a successful Knowledge:Arcane roll (not Spellcasting), the GM may apply penalties for doing this under adverse conditions; the Mage must also give the resulting spell a name.  Alternatively, the Mage may attempt to alter the trappings on the fly from memory, applying a -1 to the casting roll per PP of the spell.

To invent a new Ritual, the Mage must spend 10 minutes and make a successful Knowledge: Arcane roll: a success indicates the Mage has cobbled together a ritual with a UM of -2 (hardest and most general), each Raise makes the ritual one level more specific (+2 to the UM) while still being suited to the situation at hand, and again the Mage must name the ritual.  The Mage may retry for a better (more specific) result, but a roll of a 1 on the Kn:A die (regardless of the Wild Die) means that the Mage has exhausted his current resources and may not try again for the same Power this session.  A botch (1 on both dice) means there was a subtle flaw in the Mage’s reasoning and the the Mage believes he has a good result, but the ritual will have an adverse side-effect of the GM’s choosing. (If you’re rolling in the open and can’t trust the players not to use their meta-game knowledge that the ritual is flawed, the botch means that the flaw is in one of the Mage’s rituals, but not necessarily this one; at a time of the GM’s choosing one of the Mage’s rituals will have an adverse one-time-only side-effect).

The Mage picks the Power and trappings, but the GM will determine what the specifics of the Ritual are and what focus is needed for ongoing spells (the focus must be something that is available or reasonably obtainable given the current circumstances–the Mage is specifically trying to figure out a Ritual that he can use, so it’s not fair for the GM to thwart a success by requiring an impossible to get item).  Rolls to devise a new ritual may be cooperative (as long as all participants have Knowledge: Arcane) and may be enhanced by research in collections of books with a bonus based on the size of the library consulted but a penalty of +1 day or a +1 on the roll, doubled for each additional +1.  Once a Ritual is devised it may be recorded by the Mage, either on a scroll or in the Grimoire; this takes 1 hour.   To find and cast a particular Ritual once recorded in the Grimoire requires 1 minute and a Knowledge: Arcane roll (just as changing a trapping); newly devised Rituals may also be memorized once recorded as long as the Mage has a “slot” left.

Because a Mage’s Grimoire represents a life-time of careful experimenting and note-taking, and is highly personal, they are nigh irreplaceable.  Mages may keep a duplicate copy somewhere, but they have to update it by hand; this takes an 8-hour day if they do it after each adventure, a week (or more at the GM’s discretion) if they do it less frequently than that.  If they ever lose their Grimoire(s) completely, it will take 2d6 weeks with access to at least another mage’s Grimoire or a small magical library before they can use it to alter trappings on their own powers, and 2d6 months and access to a large magical library to replace the information sufficiently to begin crafting new rituals.

Balance

The AB:Scholastic magic is intentionally pretty similar to being a Weird Scientist with the Gadgeteer Edge.  It would be perfectly reasonable to separate out the Grimoire as its own Edge, just like Gadgeteer, but since I wanted this to be the standard way magic is done in the Haunted Realm setting I didn’t want to make mages spend an extra edge on it.  It also will usually take a bit more time than Gadgeteering, since (at least for a new ritual) you have to first devise the ritual (10 minutes) and then cast it (10 minutes, doubled for every PP of the spell) vs. 1d20 minutes (at minimum) for something that can be used instantly once created.

You could probably also allow Quick and Dirty casting without really unbalancing things. The penalties for Q&D casting are pretty severe, so most expensive spells just can’t be cast that way with any reasonable hope of success.  I was more concerned with getting the feel right, and I liked the idea of mages needing to spend time chanting and gesturing and drawing magical symbols on the ground, and as long as they have their standard powers for combats I don’t see much of a down-side to making the utility powers mildy inconvenient.  You could also choose to allow Q&D casting only for certain rituals at the GM’s discretion.

As for foci, I think you have to do something like the restriction I put that the spell ends as soon as you let go and holding it must be inconvenient enough to preclude some other activity, or else you’re going to get everybody in the party wearing various articles of clothing and jewelry with all the rituals the party knows cast on them.  Cliff’s original article, where the foci were essentially permanent until broken, pretty much assumed that the campaign would have a scant handful of rituals with foci that would be hard to obtain or perhaps immoble (where you might have an entire quest to obtain the scale of an Old One so you could cast the ritual, or the focus is a chalk circle).  To use it as I want to in order to open up scads of otherwise-not-worth purchasing spells is just an invitation to abuse, unless you limit it in some way.  One alternative would be to have the foci have a limited number of expendible Power Points, like Gadgeteering, but that’s more bookkeeping than I want, and I think could still be abused by players mass producing magical widgets.

Tolkien Not Spoken Here

I’ve just decided that in my new setting, the Haunted Realm, I’m not going to have either Orcs or Hobbits (or even “Halflings”). Probably no great surprise to my players, but I had mentioned Orcs as being one of the Invader races and I’ve thought the better of it.  The grunts of the invading army will now be Trolls, Kobolds, and possibly Red Caps (which were native to Faery but threw their lot in with the invaders).

It’s already been established that Elves are more like those of fairy tales, native to Faery and not to the Bright Kingdoms themselves, though they mingled freely with them before the Plague.  Dwarves, well Dwarves are Dwarves the world around…  No, really, I’ve tried running settings without Dwarves before and my players just took the race that was most similar to Dwarves and turned them into Dwarves, albeit ones with darker complexions and a propensity for living above-ground.

Is there are reason for this de-Tolkienization?  Not a strong one.  Unlike some of my prior settings, I’m not trying to make it feel really exotic or subvert the fantasy cliches.  In this case I want it to seem familiar, if somewhat spooky.  And Orcs just somehow don’t have quite the right vibe.  Or maybe it’s that the LEGO minifigs I have are of Trolls…

Welcome to The Haunted Realm…Hope You Survive the Experience!

Sunday we kicked off my new Savage Worlds Sandbox setting with a bang, or at least a whole passle of players: Wendy, Dan, Paul, Elyssa, Russell, Mac, Walter, and Mike M.  Russell and I spent a bunch of the afternoon making a variety of pregens for the people who didn’t already have characters (everybody but Wendy and Dan) to pick from.  After they grabbed a character that sounded appealing and assigned a name and gender, we got started.

The roster ended up being:

  • Loric, the Physician/Mage – male – Wendy
  • Thorvald, the Demonologist – male – Dan
  • Aerys, the Duelist – male – Paul
  • Qwirk, the Brute – male – Elyssa
  • Tyrok, the Dwarven Architect and Priest of Fess – male – Russell
  • Dorakyra, the Priestess of Kyr – female – Mac
  • Angelina, the Tomb Raider – female – Walter
  • Ranth, the Scout – female – Mike M

Because it was the first game, and there were so many players, including ones who only show up once in a great while, I gave them a mission to start out instead of going for the full-on sandbox.  That is, I gave Dorakyra and Tyrok a mission, and left it to them to recruit the others.

Dorakyra has been charged by the senior priestesses of her Goddess, Kyr, the Collector of the Dead, to travel to the village of Brightfalls, approximately one day’s journey to the north of Losian and find the church that records indicate should be there, clear it, and consecrate it to the Gods.  Tyrok was assigned to go with her and aid her.  The pair had been given 500 gold to get supplies and perhaps aid in recruiting (not a lot of money in the economy of the Haunted Realm, since as yet almost all necessities need to be imported from the New Kingdoms).

After some by-play where Dorakyra bet Tyrok that she could find three women to go with them before he could find three men (the stakes were she would let him braid dwarven ornaments in her queue vs. he would let her tattoo “My Heart Belongs to Kyr, But My Soul Belongs to Fess” in henna on his chest), they managed to recruit the rest of the part.  Tyrok weaseled out of the bet by getting the women he found (Ranth and Angelina) to stay out of sight until he managed to convince Dorakyra (who had only found men, in the form of Qwirk, Loric, and Thorvald) to call the bet a draw.  After the parameters of the task were described to them and remuneration discussed, they all agreed to go, though Tyrok once again had to fib…this time telling Loric, who was a bit cautious and reluctant to venture into the wilderness, that the church at Brightfalls was a famous repository of death records that would certainly aid him in his research into the Soul Plague.

The party decided that they would set out at mid-day, so they’d camp well away from Brightfalls and whatever was currently inhabiting it, and arrive the next day with plenty of sunlight left.  They began hiking to the north, passing the newly established farms and tiny villages around Losian, and gradually leaving civilization–or what passed for it–behind.

Shortly before dusk, they were set upon by a pack of skeletons that had been lurking behind some trees near the path that’s what’s left of the road to Brightfalls.  To keep things simple, and because it was most of the players’ first introduction to combat in Savage Worlds, there were only 4 Skeletons, and they were all Extras.  They made relativel short work of the skeletons, with only Angelina taking a hit hard enough to cause a Wound, which she spent managed to Soak.

After spending time interring the remains of the skeletons and performing the proper rights of Kyra over them, the party decided to camp there, rather than continue in the deepening gloom.  They set watches for the night, but aside from something large moving past the camp, the night passed uneventfully.

And there we broke for the night.

The Haunted Realm

This is the write-up of the introduction to my new Savage Worlds Sandbox setting, The Haunted Realm:

Up until ten generations ago, the Bright Kingdoms were a happy, prosperous land, where Human, Elf, and Dwarf lived in peace. Then catastrophe struck. Nobody yet knows exactly what occurred, but something vast and terrible happened. In a single moment every mirror and scrying stone across the realm shattered. One by one the Gods died, and the stars went out and the moon cracked. The clerics went mad, and in the days that followed most of them killed themselves. A plague began to ravage the landand as its victims expired their bodies would rise as Soulless Ones. Demons began infesting the empty shells, while the displaced souls wandered as pathetic ghosts.

Dark fog covered the center of the continent, and out of them strode the invading armies. Creatures out of legend–Orcs, Trolls, Ogres, Dragons, and things even more horrible–began conquering what remained of the Bright Kingdoms, rounding up the survivors and enslaving or eating them. The remaining survivors fled: the Elves into Faery, the Dwarves deep below the mountains, and the Humans to the overseas colonies in the New Kingdoms. The Bright Kingdoms were no more; the survivors now called the land Gastmor, the Haunted Realm.

Although much of the magic and knowledge of the Bright Kingdoms perished, the colonies of the New Kingdoms grew and prospered, and the people began following the Gods of the new realm. At first, they could not rest entirely easily after what happened in the West. The mages of the New Kingdoms would repeatedly try to scry for information about the old country, but catch no more than glimpses of a nightmare land where, without the Gods, nothing natural grew or thrived. Gradually, though, the fear of imminent invasion lessened, and Gastmor and the Bright Kingdoms were, if not forgotten, allowed to become the concern of mages and academics, as well as the handful of Elves and Dwarves that had been cut off from their homelands at the time of the catastrophe.

Then, fifty years ago, the magic that had been shrouding Gastmor began to recede. The mages and the Elves investigated and what they found puzzled them. Where the fog lifted, of the whatever had been commanding the legions of Orcs and other creatures, there was not a trace. Instead there was evidence of tremendous battles, with invading hordes turning on each other, and the resulting slaughter decimating their ranks and reducing them to scattered bands squabbling over the ruins. The Soul Plague had apparently burned itself out completely. The Elvish and Dwarven nations were still hidden behind mighty magical barriers, unreachable by the magics of the New Kingdoms.

Through their oracles, the New Gods indicated it was time to re-settle the Haunted Realm, destroy the remnants of the evil forces, restore the natural order and bring it once more under the sway of the Gods. The New Kingdoms came to an agreement to grant land to those who wished to settle across the sea in Gastmor, to fund the establishment of new temples, and to send their criminals and troublemakers into exile.

The characters will be settlers and explorers of the haunted wilderness. They may be adventurers seeking fame and fortune, religious devotees carrying out the will of the Gods, criminals sentenced to exile, settlers seeking land of their own, researchers probing into the history of the Bright Kingdoms or trying to fathom the catastrophe that destroyed them, and so on.

Play will take place intermittently, when we have too few (or too many) players to have a session of one of the regular campaigns, and at least some will take place online (either via VOIP like Skype, or play-by-post on the bulletin board) so that Doug and Paul can participate despite the new babies. I intend campaign time to flow fairly rapidly between adventures, so that the players will see progress in settling the setting, and if all goes well there will be successive generations of characters (similar to Ars Magica covenant play). Players will control four or five characters, so that they’ll always have one or two free for whatever combination of players are available that session even if a particular party ends a session in the middle of some activity. At least for the first few game years, adventures will begin and end in the only settled town (Losian) on the Eastern shore of the Haunted Realms.

The Adventurers

The Adventurers

Left to right they are:

  • Ranth the Scout
  • Angelina the Tomb Raider
  • Aerys the Duelist
  • Qwirk (behind), the Fighter
  • Dorakyra (in front), the Priestess of Kyr (Collector of the Dead)
  • Loric the Physician
  • Tyrok the Dwarven Architect and Priest of Fess (God of Fire and Smithing)
  • Torvald the Demonologist

Because of special guests from my other game-group, we had about four more PCs than usual last night.