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.

Elves & Espers Reboot

Tonight we started up the Elves & Espers campaign again, this time using Savage Worlds instead of my half-baked Classic D&D as SF homebrew.  I reworked the existing characters using the SW rules, but abandoning the back-story where they all came from a pre-Apocalyptic domed city (a la Fallout).  Instead they’re all beginning adventurers in one of the setting’s major futuristic cities:  New Ark City.

Unfortunately, little things in the very beginning often set the tone for the campaign, and this one got on the track to unimaginable horror… but from the GM’s point of view instead of the players… round about when the players started assigning names to their pregens.  In short order we had Bongo, Tank McSplatter of the Hobbit McSplatters, Josepi Antonio Vincente, Stanley McStan of Clan McStan, and Icca.  Oy.

update: Icca has been renamed Idariel 7

Continue reading “Elves & Espers Reboot”

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.