Wednesday, October 14, 2009

Hertie: Toadling Sidekick Sorcerer

Hertie before being before turned into a toadling

Agility d4

Smarts d8
Spirit d4
Strength d4
Vigor d10

Charisma -2
Pace 4"+d4
Parry 4
Toughness 7

Fighting (ag) d4
Guts (sp) d4

Healing (sm) d4
Investigation (sm) d4
Notice (sm) d4
Persuasion (sp) d4

Spellcasting (sm) d8
Stealth (ag) d4

Survival (sm) d4
Swimming (ag) d4
Taunt (sm) d4
Throwing (ag) d4
Tracking (sm) d4

Arcane Background: Magic (Alchemy)

(+ twice New Power)

Ugly (min)

Lame (maj)? too thin legs -Jumping??
Obese (min)

Bolt (Trapping: Transformation Curse: turns enemies into pigs)
Boost/Lower Trait (Trapping: Curse)
Armor OR Deflection? (Trapping: Air Warts) OR Burrow (Trapping: Jump)

Succor (From Fantasy Companion)
Wall Walker (From Fantasy Companion)

Cauldron and giant spoon

Note: Toadlings have the same racial features as humans.

Monday, October 12, 2009

Primordaea - The Beginning of Time

It has been quite quiet here lately. The reason for this is that I concentrated to work on my German language Savage Worlds setting "Primordäa - Anbeginn der Zeit". I hope to translate it to English as soon as the first German version is ready to be published.

Actually one version is already available as can see if you follow the link above. It is a 15 page document plus a map - obviously in German. I took part in a German language Savage Setting contest, but did not win anything. Still I got a lot of good reactions and want to go on workingon the setting.

What it is about?

The player characters are the first humanoid beings on a world that slowly cools down from pure magma and starts to carry life. They and their NPC siblings were created by accident by the elemental hearts, forces of nature. By the power of the WORD the PCs and the other children of the elementals can create life. Soon they will lead their tribes and fight with their sisters and brother for the virgin continent Primordaea. But there is also this mysterious force called life that spreads around the world in the form of algae and worms. Who will decide now on the fate of Primordaea for the eons to come?

Sunday, October 4, 2009

Savage Worlds Tricks Deluxe

I talked about Spirit Tricks (and Strength Tricks) in an earlier post. The plan was to get rid of the Taunt and Intimidate skills and allow Spirit Tricks instead. (I would also get rid of Tracking by the way...)

The player could choose of the effect of a Trick should be that of a Trick according to the rulebook or that of a Test of Wills. I would also add the 3rd option to move the opponent 1" in a desired direction (and shake him at the same time on a raise).

One additional option is was considering to give the Trick an area effect on additional raises. At the moment if you go for a simple damage roll, you can always explode your dice and have extreme success. If you go for a trick that is not possible and this stops players from tricks sometimes.
So if you have 2 raises on your Trick roll from the opponents, you give a nonraise trick result to any opponent on a medium burst template centered on the original enemy. 3 raises make this a large burst template and 4 raises finally give a result with a raise in a large burst template.
Obviously this rules have to worked on a little. Otherwise it would make sense to always attack the weakest opponent to trick the strong guy standing next to him.
I assume it would make most sense for the character doing a secons Trick roll and have all opponents in that area roll against this result to see how well they fared. (Comparable to how Sweep is handled.)