May 20th, 2011 | Categories: Savage Worlds, Tabletop Gaming | Tags:

After creating an adventure, or reading through a pre-made adventure, think about how you can add more spice to it. It’s fun and your players will enjoy it. I personally prefer to leave as many loose ends as possible lingering after an adventure and seeing where they lead in the future.

One way of doing this is to use brainstorming techniques, such as listing out all of the major NPCs in the adventure and then thinking about their past, their family life, their affiliations, etc. Branch out from each NPC as much as you can to give yourself plenty of things to toss in to the current and future adventures. Even if the NPC dies, they can linger in future adventures through relatives seeking revenge, maybe they mentioned something about their past before they took their last breath…the possibilities are pretty endless.

For an example, I was running the Plot Point Campaign for SteamPunk (a Savage Worlds setting by Reality Blurs) and I decided that one of the NPCs gets killed, which opens up dialog with a grieving cousin later on. I also decided that one of the major villains of the scenario had an older brother who wouldn’t be happy if the PCs killed his sibling. And then I decided that if the older brother’s quest for revenge failed, the PCs would catch the attention of the two’s crime boss. In exchange for not killing his enforcers, he supplied the PCs with very nice living arrangements and mostly legal work.

Why spend all that time on an NPC just to use it for one adventure? Think about who they would know, how they would interact with the local population, and even if they do not directly interact with others, how do others perceive them? Do they have distinguishing features that cause them to stand out in the minds of the people? There are so many possibilities to expand your NPCs to the point of almost being able to create adventures off of their histories/connections/influences.

April 8th, 2011 | Categories: Savage Worlds, Tabletop Gaming | Tags: ,

Charge
As a full action, a PC may rush full speed in a straight line at an enemy within their normal Pace range. The PC gets +2 Fighting, -2 Parry until their next turn. On a successful Fighting roll, the charge inflicts Str+d6 damage. If the target is equal to or smaller than the PC, they are also moved back 6′ (1″). On a raise, the target is moved back and knocked prone. On failure, the target is missed and gains an Attack of Opportunity as the PC passes into the square behind them. No other action may be taken this turn.

April 5th, 2011 | Categories: Savage Worlds, Tabletop Gaming | Tags: ,

Evolution Pool
A Summoner starts out with 3 Evolution Points that can be spent increasing the capabilities of their Eidolon.

A Summoner may choose to attempt to increase their Evolution Points instead of taking the typical perks from an Advance. To do this, the Summoner makes a Spirit roll.

Spirit Roll Points Awarded
3 or lower 0
4 – 7 1
8 or higher 2

Eidolon Base Forms

Form Attributes
Quadruped Stats:
Agility d8, Smarts d4, Spirit d4, Strength d8, Vigor d6, Parry 5, Toughness 7, Pace 7
Skills:
Fighting d6
Special:
Natural Armor +2
Free Evolutions:
Bite, Limbs (Legs) (2)
Biped Stats:
Agility d6, Smarts d4, Spirit d4, Strength d10, Vigor d6, Parry 5, Toughness 7, Pace 5
Skills:
Fighting d6
Special:
Natural Armor +2
Free Evolutions:
Claws, Limbs (arms), Limbs (legs)
Serpentine Stats:
Agility d10, Smarts d4, Spirit d4, Strength d6, Vigor d6, Parry 5, Toughness 7, Pace 3
Skills:
Fighting d6, Climbing d6
Special:
Natural Armor + 2
Free Evolutions:
Bite, Climb, Reach(Bite), Tail, Tail Slap

Evolutions
1-Point Evolutions

Evolution Effects
Bite Gives the Eidolon a bite attack. Damage is based on size: Str+d4 for Small, Str+d6 for Medium, Str+d8 for Large and Str+d10 for Huge. If the Eidolon already has a bite attack, increase damage by +1 (Example: Str+d6+1).
Claws Gives the Eidolon 2 claw attacks. Multi-Action Penalty and Off-Hand Penalties apply if both are used in a single attack. Damage is based on size: Str+d4-2 for Small, Str+d4 for Medium, Str+d6 for Lage and Str+d8 for Huge. This Evolution may be applied only once to Limbs (legs), but may be taken multiple times as long as the Eidolon possesses an equal amount of Limbs.
Climb The Eidolon becomes a skilled climber, granting it a Climbing skill of d6. Each additional Climb evolution taken increases the die type by 1. The Eidolon climbs at a pace of half its Climbing die.
Gills The Eidolon has gills and can breathe underwater indefinately.
Improved Damage Increases the damage of a single natural attack by one die type. Can only be applied to a specific attack once.
Improved Natural Armor The Eidolon grows scales, thick hide, etc. which grants it an additional +2 natural Toughness. This evolution may only be taken once per Summoner rank.
Magic Attack All of the Eidolon’s natural attacks are treated as magical for purposes of overcoming immunities.
Mount The Eidolon can serve as a combat trained mount. The Eidolon must be at least one size category larger than its rider. This evolution is only available to Quadruped and Serpentine base forms.
Pincers Gives the Eidolon 2 pincer attacks. Multi-Action Penalty and Off-Hand Penalties apply if both are used in a single attack. Damage is based on size: Str+d4 for Small, Str+d6 for Medium, Str+d8 for Lage and Str+d10 for Huge. This evolution grants +2 to Fighting when attempting to grapple. The Eidolon must have Limbs (arms) evolution and may replace the Claws from its base form. This evolution may be taken multiple times as long as the Eidolon possesses an equal amount of Limbs.
Pounce The Eidolon can attack after performing a Charge attack (Multi-Action Penalty applies).
Pull After performing a successful natural attack, the Eidolon can try to pull a target equal to or smaller than its size 6′ (1″) closer by making a second Fighting roll (without Wild Die). This can be taken multiple times, but must apply to different natural attacks. The Eidolon must have a Reach of 12′ (2″) to take this evolution.
Push The Eidolon can try to push a target equal to or smaller than its size 6′ (1″) away upon performing a successful natural attack by making a second Fighting roll (without Wild Die). This can be taken multiple times, but must apply to different natural attacks.
Reach Increase the reach of one of the Eidolon’s attacks by 6′ (1″).
Resistance The Eidolon gains +1 Toughness vs. a specific trapping of offensive spells (acid, cold, electricity, fire,sound,etc.)
Scent The Eidolon can detect the presence and general direction of a target within 30′ (5″), 60′ (10″) if the target is upwind, 18′ (3″) if downwind and can pinpoint the location of a target within 6′ (1″).
Skilled The Eidolon gains a new skill at d6. This evolution may be used on existing skills to increase them by 1 die type.
Slam The Eidolon can perform a powerful slam attack that deals Str+d8 (Str+d10 for Large, Str+d12 for Huge) damage. The Eidolon must possess Limbs(arms) to take this evolution, and it can replace Limbs(claws) from the base form. This evolution can be taken multiple times, but the Eidolon must possess an equal number of Limbs(arms).
Sting The Eidolon has a large stinger on its tail that deals Str+d4 (Str+d6 for Large, Str+d8 for Huge) damage. The Eidolon must possess the Tail evolution, and this evolution can be taken multiple times as long as there are an equal number of Tail evolutions.
Swim The Eidolon can swim at its land Pace, due to developing webbed hands and feet. This evolution can be taken multiple times and add 4 (24′/4″) to their swim Pace.
Tail The Eidolon grows a long, powerful tail. This grants a +2 bonus to Agility checks for balancing on a surface. This evolution may be taken multiple times.
Tail Slap The Eidolon can use its tail to bash a nearby target and deals Str+d6 (Str+d8 for Large, Str+d10 for Huge) damage. This is an “off-hand” attack (-2 Fighting). This evolution may be taken multiple times, but the Eidolon must possess an equal number of Tail evolutions.
Tentacle The Eidolon possesses a long, sinuous tentacle that deals Str+d4 (Str+d6 for Large, Str+d8 for Huge) damage. This is an “off-hand” attack (-2 Fighting). This evolution may be taken multiple times.
Wing Buffett The Eidolon can use its wings to batter a target dealing Str+d4 (Str+d6 for Large, Str+d8 for Huge) damage. This is an “off-hand” attack (-2 Fighting). The Eidolon must possess the Flight evolution with wings to take this evolution.

2-Point Evolutions

Ability Increase Increase one of the Eidolon’s Ability Scores by 1 Die type.
Constrict The Eidolon can continue to damage its target with the natural attack it used during a Grab each round its target remains grappled, instead of just the standard Str damage. This evolution is only available to Eidolons with the Serpentine Base Form.
Energy Attack The Eidolon’s attack becomes charged with energy (acid, cold, electricity, fire) and produces additional effects when attacks are successful. On a successful attack, roll a d6. If the result is a 6 then based on the type of energy, the listed effect will apply. This may be taken multiple times for the same energy type to increase the odds of occurance and the potency of the effect.

Energy Effect
Acid Reduce armor bonus of target by 1
Cold Inflict +1 cold damage with the attack
Electricity Inflicts +1 electric damage. Automatically shakes opponent regardless of if the attack beats the opponents toughness (does not cause wound if normal shaken result occurs)
Fire Inflicts +1 fire damage. On a raise on damage, the target must immediately drop or remove effecting objects from their person or suffer an additional +1

For example, purchase this evolution twice for Fire would cause a result of 5-6 on the roll to successfully activate the added effects. It would inflict +2 fire damage, and an additional +2 if the damage raised and the target did not remove the effect gear.

Flight The Eidolon grows wings and gains the ability to fly at their standard Pace.

Based on information in the Pathfinder SRD

April 1st, 2011 | Categories: Savage Worlds, Tabletop Gaming | Tags:

Here are 10 new Edges that can be used in any setting. You should give them a read.

http://theminiaturespage.com/news/218082/

March 28th, 2011 | Categories: Savage Worlds, Tabletop Gaming | Tags: ,

The image that comes to most people’s minds when they hear the word “wizard” or “sorcerer” is that of a robed old man with magical books, and I want to bring those books into play.

[Spell Book details to come]

A spell caster starts their adventuring career with 2 + Smarts / 2 spells in their spell book (for a min. of 3 spells). These are the spells that the caster has trained with before turning to adventuring, so they gain a +1 bonus to cast these spells (meaning a -1 spell now has no penalty on the casting roll).

If a spell is in their spell books, a caster can use it at will. Spells beyond what they start with will need to be found/taught/purchased/etc. and spells do not cross their AB boundaries (Wizards don’t understand Summoners for example).

Adding added effect trappings gain an extra -1 to casting difficulty.
Trappings effected by this are earth, wind, fire, water, acid and any others that cause extra effects beyond the norm.

Spells of higher ranks may be attempted as well, but gain an extra -1 per needed advance to casting difficulty. For example, a beginning mage decides to try their hand at casting a spell beyond their training (Novice casting a Seasoned spell). The spell difficulty would be its base difficulty (for this example, 3) and would add the amount of Advanced needed to reach Seasoned rank (4). So the modifier to their casting roll would be -7. Once the mage has reached their first Advance, they may try casting again and it would only be -6 (since there would only be 3 more advances needed to reach Seasoned).

March 22nd, 2011 | Categories: Savage Worlds, Tabletop Gaming | Tags: ,

To the victor go the spoils…

After combat, the PCs may wish to loot the bodies of their foes and salvage anything of value. They must find a way to transport these items, or suffer encumberance penalties for being loaded down.

PCs must visit a settlement and make a Streetwise roll to see if they can even sell some of the loot. It is easier to find an interested buyer in large cities than in small villages.

Settlement Size
Population Size Streetwise Mod
20 – 1,000 -2
1,000 – 8,000 -1
8,000 – 12,000 0
12,000+ +1

Other factors in selling looted goods is the quality of said goods and reputation of the owner in the settlement.

Gear Condition (2d6)
Wild Card
Result Condition Sale Price Streetwise Mod
2 – 3 Worn 5% -3
4 – 5 Well Used 10% -2
6 – 7 Used 20% -1
8 – 9 Maintained 30% 0
10 – 11 Cared For 40% -1
12 Preserved 50% -2
Gear Condition (2d6)
Extra
Result Condition Sale Price Streetwise Mod
2 – 5 Worn 5% -3
6 – 9 Well Used 10% -2
10 – 11 Used 20% -1
12 Maintained 30% 0
Owner Reputation
Reputation Streetwise Mod
Well Known -3
Talked About -2
Relatively Unknown -1
Unknown 0

Make a Gear Condition roll for each Wild Card, and a Gear Condition roll for each unit of Extras.

Example:
Local (Well Known) thug Markus is a Wild Card who likes to keep his gear looking good, but it is obvious he does use it (Maintained).

After being slained in a particularly unfortunate run-in with the PCs, they take his gear and try to sell it in the nearest town. It is a small village of around 400 people.

The PCs would have have to make a Streetwise -5 in order to find someone willing to buy the gear at 30% its mint condition value.

In general, the condition roll applies to all gear the foe possessed. However, you may deem that a weapon is of better quality than their armor.

It is possible that if the PCs fail the Streetwise roll, they attract the unwanted attention of local law enforcement or associates of the previous owner.


Based in part on a discussion at http://www.peginc.com/forum/viewtopic.php?t=31171

Settlement Demographics based on information at
http://www.io.com/~sjohn/demog.htm

March 9th, 2011 | Categories: Savage Worlds, Tabletop Gaming | Tags: ,

Casting (Smarts)
AB: Summoning – The caster can call forth and control animals, spirits and other entities.
AB: Silver Tongue – Through music, song, speech and mannerisms, evoke emotions and sway other’s actions.
AB: Binding – Call forth spirits and other unnatural entities and bind them to objects or flesh to grant magical powers.
AB: Sorcery – The ability to cast various spells through the use of one’s own power.

Casting (Spirit)
AB: Divinity – The caster gains power through the will of the gods.
AB: Conviction – The caster has such burning convictions that they can project them into magical power.
AB: Miracles – These casters are granted powers based on their faith.
AB: Nature’s Blessing – The caster is attuned to the natural powers that surround them.

March 8th, 2011 | Categories: Savage Worlds, Tabletop Gaming | Tags:

Skill: Casting (Spirit) or Casting (Smarts) depending on AB

On a roll of 1 on the Casting Die, the caster suffers backlash (see Backlash Table)
On a roll equal to 1 or less after modifiers, the caster suffers a wound and is knocked unconscious for 1d6 hours
On a standard failure, the caster is Shaken
On success, the spell is cast
Raises are handled based on spell cast

Backlash Table (Roll 2d6)

Roll Result
2 Make Spirit roll at -2 or lose a die in Casting skill.
If Casting die drops below d4 the caster permanently loses their AB. Cannot use spells for 2d6 days.
3 Caster takes a Wound and cannot use spells for d6 days.
4 – 5 Caster gains a level of Fatigue for 24 hours and cannot use spells for 24 hours.
6 – 8 Caster is Shaken and cannot use powers for d6 hours.
9 – 10 Caster is Shaken and cannot use spells for d8 rounds.
11 Caster is Shaken and cannot cast spells for d6 hours.
12 Caster gains +2 on Casting rolls for 24 hours.
March 8th, 2011 | Categories: Savage Worlds, Tabletop Gaming | Tags: ,

Ok, so I’ve had time to dwell on my original thoughts on my conversion of Pathfinder to Savage Worlds and well…I didn’t like it really. So I’ve decided to start with the Magic Delivery System and move my way up from there (since my 3 players are all casters).

February 11th, 2011 | Categories: General | Tags:

Right now, a lot is going on. good things that have just taken a while to get going.

i’m getting closer to finally completing the first release of the Survey Management System (SMS) for Jenss & Associates (HTTP://www.jenss.com) and from the current sales projections including annual maintenance fees, I just may be able to get my own business up and running, instead of freelancing on the side.

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