Savage Worlds: Fantasy Character Generator Toolkit

I’ve always had a sneaking fondness for lifepath systems*, ever since back in the days of Traveller. I thought, and still think, there’s something cool about a system that was so hard-core you could actually die during character generation, and I whiled away many an hour in study-hall rolling up Traveller characters and joining the various services. Back then I wasn’t experienced enough, or parsimonious enough with my time, to even use all those characters as NPCs. Nope, I was purely rolling them for the fun of rolling them. It was almost like a slot machine: maybe this would finally be the one who could muster out with a suit of powered armor!

Much later on, I glommed onto a copy of Paul Jennell Jaquays’ Central Casting: Heroes of Legend (still got it around here somewhere), which was a non-system specific set of tables for coming up with a character history for a fantasy setting. I liked that idea so much that I went to the trouble of coding my own version of it in Python as part of an open-source generic table-roller program I wrote. The web version of that is still running here, though I don’t think anyone but the robot spiders ever hits it.

So I picked up the Savage Worlds Fantasy Character Generator Toolkit, and it’s probably no surprise that I like it, even though I doubt any of my players would want to use it. While it’s nowhere near as detailed (or as wacky) as the 180 or so pages of Heroes of Legend, it does a really good job of producing a playable Savage Worlds character with a background meaty enough to sink your roleplaying teeth into. You start out with a d4 in each of your attributes, and no skills, edges, or hindrances, and you go through the tables step-by-step, sometimes being directed to sub-tables or to roll a certain number of times on a specific table in a later step. Each entry in one of the tables tells you more about the character, and alters your attributes up or down, or assigns you extra dice in traits or specific edges or hindrances. Some of the time you have a choice as to how to split the dice or whether to roll, but it’s mostly mechanical. So far, none of the characters I’ve tried rolling have wound up as complete scrubs, and a couple have been well beyond what a Novice character could afford by the normal point-buy system. In fact, I’d say that on the whole the system is weighted to give you slightly better than normal characters as a compensation for the randomness of it all. On the other hand, the characters are decidedly not optimized for their roles; a mage is pretty much as likely to end up Burly, or a fighter to be Anemic, as anybody else, though everybody should end up with a fair degree of competence for a Novice in their profession.

As written, you don’t really have much of a choice as to what that profession is. You roll randomly for your family background, which might assign you a starting profession or the option of one; if not, then you roll randomly for your starting profession. Depending on your character’s age, you have a certain number of rolls to make on the specific chart for that profession; if you don’t like your profession after each roll you can roll again on the starting profession chart and if you prefer that one switch at the cost of one of your allowed rolls.

One obvious change to make if your players don’t mind a certain amount of random chargen but draw the line at being forced into a profession would be to just let them pick their starting profession. The tables aren’t so delicately balanced that forcing that one result throws things out of kilter.

Also, as written it requires a lot of rolling on tables…thirty or more rolls, and a lot of the rolls having to do with your family have no mechanical effect. A completist might want to roll for the birth order, current status and attitude towards you of each of your up to eight+1d3 siblings, but I’d say that most of the time you can write down the number and move on. If you want to know your own particular birth order, just roll a single 1dN (where n is the number of siblings including yourself). Depending on the kind of campaign you might also elect to skip things like determining the reason your family originally emigrated to the land of your birth.

If you like lifepath systems, and play Savage Worlds in a fantasy setting, I can whole-heartedly endorse this PDF (take it to Staples or someplace and get it spiral bound, though…loose pages are a pain in the butt to work with when you have to do a lot of flipping). I suspect that doesn’t describe all that many people, which is too bad, because it really is pretty well done. You’ll have to excuse me now, though…I’ve got to get back to seeing if I can roll up a character who starts with a nifty magic sword…

update: Cool!  You can actually die during character creation in the FCGT, too!

* RPG character generation systems that took you through the early life of the character, from circumstances of birth up through career training prior to the start of the game.

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.

Known, but Forgotten

It had completely slipped my mind that Shane Hensley, the guy who designed Savage Worlds (and Deadlands before that) spent a couple years as one of the City of Villains designers.

Challenge Ratings in SW

Since Russell was asking about a rule of thumb for how tough to make encounters:

From the Savagepedia (Creative Commons Share-Alike license):

6.1 Challenge Ratings

For all of you who need some “math” to backup your encounter choices – Clint has proposed a “Damage Rating” system for checking out the lethality of your encounters:

Try getting a Damage Rating for your PC’s. Take half their Strength plus the bonus from their “standard” weapon. You can average this to figure out a Damage Rating for the group as a whole. Then compare the Damage Rating t their opponents Toughness.

  • If it’s equal, then the PC’s have an edge over an equal number of opponents (where 2 Extras equal 1 Wild Card).
  • If the Toughness is a point higher, then the fight should be about “even.”
  • If the Toughness is 2 points higher, then it will be a (pardon the pun) tough fight (1 opponent for every 2 PC’s).
  • If it’s 3 points higher, the PC’s are in trouble (1 Opponent for every 4 PC’s). And generally the progression continues to double.

So if your group has an average Damage Rating of 5 and you throw a 10 Toughness npc at them, then you should have about 16 PC’s or understand that it may take 4 PC’s four times as long to take him down. From Clint Black

Improvised Magic in Savage Worlds

Clint Black (Pinnacle Games forum admin and rules guru) posted an improvised magic system for SW a while back:

Improvised Magic Rules for Savage Worlds
By Clint Black

These rules were designed to simulate Arcane abilities where the user is only limited by their power and creativity. They could also function for characters whose powers are limited only by a theme or trappings or simply as a basis for creating new Powers.

All Powers start with a Primary Effect with a base Power Point cost. From there the cost can be increased or decreased based of choices of Modifications, Range, Duration, and Casting Time. Reductions in PP cost can never decrease the cost of a Power to less than 1 PP. Unless otherwise stated, the base Duration for all Powers is Instant, the base Range is Touch, and the base Casting Time is 1 Action.

Primary Effect: (OPP: Opposed Roll applies if target wishes) (Base cost: 1PP)

3d6 Damage: OPP for any Duration beyond Instant

Increase or decrease a single Trait one die type (two with a raise): OPP

Decrease a Derived Stat by 2 (Shaken with a Raise): OPP

Increase a Derived Stat by 2 (Target gains a related Edge with a Raise). Replace Edge with Monstrous Ability (+1 PP)

Summon a character or creature with 3 points in Attributes and 8 points for Skills

Negate one Wound or Fatigue Level applied within the last hour (two with a Raise)
-This Effect starts with a Duration of 3 (1/rnd). For +2 PP, the Duration is Permanent.

Negate or impose a –4 Situational modifier (-6 with a Raise) for a target or against a target (+1PP): OPP
-This Effect can have a multitude of functions. Examples: Negating a modifier for a target (Darkvision that negates Lighting penalties). Imposing a modifier for a target (Blindness that causes Lighting penalties). Negating a modifier against a target (Glittering dust that counters a target’s Invisibility). Imposing a modifier against a target (Basic invisibility).

Modifications

Reduce damage to 2d6 Damage (-1)

Uses Small Burst Template (+1)
Uses Medium Burst Template (+2)
Uses Large Burst Template (+4)
Caster chooses who in Template is affected (+1)

Per each +2 points to increase a summoned creatures Attributes (+1)
Per each +4 points to increase a summoned creatures Skills (+1)
Per 2 net Monstrous Abilities or Edges of summoned creature (+1)
Per Weakness or 2 points of Hindrances of summoned creature (-1)

Negate Wounds or Fatigue over an hour old (x3)
Negate non-permanent Crippling Injury (x6)

Multiply Power (+1)
-Allows one Power to be activated multiple times in one action. The character pays the base cost for each use. He rolls one Power Skill die for each activation separately, but only gets one Wild Die on the roll.

Duration
3 rounds (1/round) (+1)
1 minute (1/minute) (+2)
1 hour (1/hour) (+3)

Range
Smarts (Damage Powers have a Medium Range of 2x Smarts and a Long Range of 4x Smarts) (+1)
2x Smarts (Damage Powers have a Medium Range of 4x Smarts and a Long Range of 8x Smarts) (+2)
Line of Sight (Damage Powers suffer no penalties to hit for Range) (+3)

Casting Time
Full Action (No other actions at all, including Free Actions or movement) (-1)
1 minute (-2)
1 hour (-4)

All that stuff is obviously copyright Cliff Black, etc. but I reproduce it here for discussion.  Something along these lines might be suitable for the Ritual Magic that Russell wanted to have in his (ex)D&D setting.

Test Driving Savage Worlds

Russell and I spent a bit of time playing around with Savage Worlds this weekend, both to entertain ourselves and to see how it would work as a replacement system for the D&D 3.5 campaign he ran last time he was in town (now that he’s seen it he has no desire to move to 4e, but 3.5 has a bunch of flaws that annoy him but he doesn’t feel like trying to fix now that it’s orphaned).

So we rolled up some characters (in a couple cases literally, using the SW:Fantasy Character Generator, the rest we just made up using the usual point-buy) and I ran him and Elyssa through most of a level of Under Xylarthen’s Tower.  Overall it went fairly well.  A couple of observations:

  • Chargen is not as fast as OD&D, naturally, but probably faster than 3e…and was getting faster as we got more used to it.  Most of the same sorts of decisions are there, but there are fewer options and modifiers.
  • For a dungeon crawl, monsters should be treated as Wild Cards unless they significantly outnumber the PCs.  I was running them as Extras (so one wound disposed of them and they didn’t get the Wild Die), and the party of 5 PCs was just running rough-shod over them.  As an experiment afterwards we went back and Russell and I reran the encounter with the two Giant Weasels, making the Weasels Wild Cards, and while the PCs still won handily, it took more than a round and they had to expend some effort; with better rolls, or if I had used more GM bennies the weasels might even have inflicted one or two wounds.
  • Even with the monsters as WCs, Novice Savage Worlds characters are more robust than OD&D 1st level; that’s probably a feature, not a bug.

There are a couple of rules I got wrong as we went, though nothing that really changed the outcome.  Still, it’s worth recording some of the stuff that I looked up in the FAQ afterward so I can use this post as a reminder:

  • When casting multiple Bolts, each Bolt gets 1 skill die, which counts as both the spellcasting and the to-hit die.  A Wild Card also gets a wild die, but only one for the set, and it can only substitute for one of the skill dice.
  • When firing into melee, a 1 on the skill die only counts as hitting an ally if the shot would miss; if you can turn the shot into a hit using the wild die, the fact you rolled a 1 doesn’t matter.
  • You only suffer a free attack against you for exiting melee if you were actually in melee (you’d made a Fighting roll against an adjacent opponent or vice-versa), not just for passing through a square that is “threatened.”  It really is different from Attacks of Opportunity.
  • You can move both before and after attacking, as long as you don’t exceed your Pace (or are willing to take the -2 penalty for performing an action on a turn when you ran).  That might trigger a free attack for withdrawing from melee, but again it’s different from Move then Attack in D&D.  This didn’t come up, but it makes popping out from cover, firing, and popping back a good strategy.

Since the dungeon crawl went reasonably well, we spent some time on Tuesday converting everybody’s characters from D&D 3.5 to Savage Worlds.  Mostly this was to see if we could do them justice without a lot of house rules; it’s no guarantee that Russell will actually elect to use Savage Worlds if we continue the campaign past the end of the current adventure.  Still, it was pretty easy to convert them using a couple of mechanical rules of thumb we came up with, paying no attention to the costs or prerequisites.  We took another pass, this time just making them up from scratch using the point-buy system, and actually was more satifactory, IMO.  Making decisions about what the character should have based on what seemed essential and useful to the concept, even if it wasn’t a one-for-one “he spent ranks in skill x, so he should have this die-size” just produced better, more distinctive and coherent, characters.

Classic Dungeons & Dragons: Hit Points

I mentioned before the House Rule I was intending to use for D&D to cut down on trips out of the dungeon to spend a week resting up after each room, namely that after a combat you can spend 1 GP worth of bandages and salve to “bind your wounds” back up to the the maximum on your character’s hit die (or your actual roll, whichever was less).  That is, if you’re a Magic User with 2 HP at level 1, you can bind back up to two.  If by level 3 you have 6 HP, you could restore yourself to a maximum of 4 (the most you could have rolled at 1st level).

This is mostly motivated by meta-game considerations, since it’s really boring to have a fight, retreat, rest a week, rinse and repeat all the way through the first couple of levels of a dungeon, but it prompted me once again to think about Hit Points in D&D (and similar games) and what they really represent, and I think I had a minor epiphany.  It’s well known that you can’t really interpret Hit Points as being your ability to withstand physical damage, for all kinds of reasons, but most of the proposed alternatives, no matter how hand-wavey (luck, favor of the gods, etc) aren’t very satisfactory since they don’t really match the game mechanics.  If it’s favor of the gods, for instance, why do fighters get more of it than clerics?  And why would sleeping or being tied up completely negate your destiny and allow you to be taken out with a single hit?  If it’s reflexes, why do Thieves get so little, and why is it that high Constitution helps but high Dexterity doesn’t?

Then it occurred to me: you can’t explain it as a single ability or quality, because it’s an abstraction of how hard you are to kill for all kinds of reasons based on your long combat experience.  This isn’t as silly as it may sound at first.  It happens to be true that for as far back as we have records of warfare, experienced soldiers survive longer, and one of the best predictors of success in combat is how seasoned the troops are.  It’s also not a winnowing process, where all the clumsy, slow and unlucky soldiers die, leaving only the hardy and tough ones.  Troops definitely can go through a process where they go from being green, to seasoned, then veteran.   On the other hand, you can’t keep troops in the field indefinitely or they’ll lose their edge.

So, at least in my game, in general Hit Points represent that state of combat readiness that makes the veteran soldier able to react almost instinctively to avoid all the hazards that kill the green soldiers so easily, including not just reflexes, but awareness of surrounding, mental toughness so as not to hesitate in the slightest, physical conditioning, economy of motion, and so forth.  Damage, in this view, is primarily not actual wounds but the kind of accumulated fatigue and minor injuries and strains that require not just a night’s sleep to restore but days or weeks of R&R.   Only that very first hit die represents real, sustained damage to your body, which is why almost anyone at first level can be taken out by a solid blow from almost any weapon, and anyone, no matter how experienced, can be slain instantly if they’re rendered helpless.  This also, to my mind, satisfactorily resolves why it’s Fighters and Dwarves that can improve their Hit Points the most, with Clerics, Elves, and Halflings somewhat less able, and Thieves and Magic Users, even if they’ve gone through all the same combats, lag behind.  It also fits with Constitution being the attribute that modifies Hit Points.

This fits reasonably well with my house rule on binding wounds.  On the one hand, I am letting people just patch up actual tears and holes in their flesh with a few bandages and maybe some stitches, which is a bit generous.  On the other hand, it fairly clearly establishes why it’s only that first hit die that can be restored (bandages are just no substitute for R&R).  I think it also makes for a sense that, at least for the first couple levels, all the characters are improving their physical conditioning (unless they were lucky enough to roll max HP at the start).