Thursday, January 18, 2018

The Gnome Post

This post was inspired by the Gnome entry in the 5e. I wanted a nice, small set of Gnomes for the Savage Worlds system. So let's take a look!

Gnome, Rock

Brief: Industrious and intelligent, Rock Gnomes are the most numerous of Gnome kind in the realms. They are a small race, a little taller than Halflings, but certainly not as tall as Dwarves. They typically have a wiry build and a pallor to their skin. Their hair colors include shades of brown, blonde, or red with more exotic shades such as silver or a fiery orange.

Traits Include: Smart (+2): Begins play with d6 Smarts

Small (-2): -1 Toughness due to Size. Equipment restrictions may apply.

Low Light Vision (+1): Halves penalties due to poor illumination.

Knowledgeable (+1): Begins play with a d6 Knowledge in a field of their choice. Most Gnomes prefer a tinkering/science field, but there are some that partake in Academia or the Occult/Arcana field.

Gnome, Forest

Brief: Forest Gnomes, sometimes known as 'Fey Gnomes' dwell in places closest to where the lines between the Prime Material and the Feywild mesh. They are known for a natural talent in Stealth and a great many illusionists come from the Forest branch of Gnomedom. They have a greenish tinge to their skin and their hair colors range from shades of brown, black, or green.

Traits Include: Adroit (+2): Begins play with d6 Agility.

Small (-2): -1 Toughness due to Size. Equipment restrictions may apply.

Low Light Vision (+1): Halves penalties due to poor illumination

Stealthy: Begins play with d6 Stealth.

Gnome, Deep

Brief: Deep Gnomes, also known as "Svirfneblin" are a distant branch of Gnome kind that escaped from the Elemental Plane of Earth to migrate into the deep places of the world. They are known to build grand halls where polished obsidian stones gleam in the darkness. Deep Gnomes skin color ranges from black to shades of gray with typically shades of white in their hair.

Traits Include: Smart (+2): Begins play with d6 Smarts.

Small (-2): -1 Toughness due to Size. Equipment restrictions may apply.

Deepvision (+1): Deep Gnomes can see up to 120 ft. (24") in Total Darkness without penalty.

Weakness: Sun/Bright Lights (-1): Requires proper clothing to operate in direct sunlight. Without shading his eyes with a hat or hood, the Deep Gnome suffers a -1 to all Trait rolls. When exposed to trappings with bright lights, the Deep Gnome is at -4 to resist.

Arcane Resistance (+2): Gnomes have a measure of protection vs. magic spells. Deep Gnomes begin with 'Arcane Resistance'. This protection can also affect allied spells, unless a Deep Gnome takes an action to lower their Resistance. A Gnome must wait until next round before they can bring their Resistance back up, until then, they are vulnerable while their trait is down.

Tuesday, January 16, 2018

Monk Powers Made Easy


You have that friend who has played a lot of Dungeons & Dragons and you want them to play your favorite system, Savage Worlds. In this case, it's even more niche, not only do they love D&D, they love the Monk class- which you want to replicate to help ease the transition into the system. Here are a few ideas on how to convert the existing Powers of the Deluxe book into Monk disciplines.

Arcane Background: Monk
Starting Powers: 2
Power Points (Ki Points): 10
Linked Skill: Discipline (Spirit)
Axiomatic: The monk is dedicated to the forces of Law and abhor the ruinous powers of chaos. Whenever a monk commits a sin deemed chaotic they take a -2 to using their discipline powers for a week. A grievous sin of chaos denies them access to their disciplines until they atone for it.

Powers may possibly include...

Diamond Body
Rank: Novice
Cost: 1
Range: Self
Duration: 3 (1/round)
Trappings: Transmutation; Hardened Skin

The Monk's skin hardens and they become resistant to physical damage. They gain +2 Armor (+4 with a Raise) for the duration of the discipline. This discipline does not stack with any armor the monk may be wearing.

Alter Chi: Confusion
Rank: Novice
Cost: 1
Range: Spirit x 2
Duration: Instant
Trappings: Alteration; Magic Symbol

The monk draws a symbol in and air and sends it upon a wind onto a target that alters their chi and dulls their senses. They must make a Spirit roll -2 (or -4 with a Raise) or be Shaken. A Monk can invest further Ki in order to alter up to 5 targets by spending a like amount of Ki points.

Alter Chi: Death
Rank: Veteran
Cost: 3
Range: Touch
Duration: Instant
Trappings: Death Magic

Also known as 'Dim Mak' the 'Death Touch' is considered an ill power that is only taught to burgeoning master monks who can take responsibility for such a deadly power. Using this ability they make a Touch Attack (Fighting +2 vs. Parry) to deliver 3d6 necrotic damage to a target. Targets who remain incapacitated after any soak roll is made is slain instead of bleeding out as their heart explodes. 

Emptiness
Rank: Novice
Cost: 3
Range: Spirit x 2
Duration: 3 (2/round)
Trappings: Transmogrification; Astral Form

The monk empties themselves and become one with the astral plane. During this time they can traverse the astral dimension that occupies the same space as the prime material they just left. Their movement within the pace is equal to the spell's range (A Monk with a d8 Spirit moves at a rate of 16" per round). In the prime material their passage can at times be viewed as a soft shimmer of energy. Characters who are wearing special goggles or casting spells such as True Seeing can readily see the Monk.

The monk is also aware of targets on the prime material as they show up as beacons of energy. They may emerge from the astral realm for a Drop attack on a target. By doing so, the monk gains a Stealth vs. Notice attempt and on success gains Drop (+4 Attack & +4 Damage)

Windwalker
Rank: Novice
Cost: 1
Range: Self
Duration: 3 (1/round)
Trappings: Transmutation; Wind

The Monk taps into the chi of their legs to make them move faster. On a success their pace is doubled. On a Raise, the target may run as a free action and their run die increases by 1 step.

Hungry Ghost Form
Rank: Seasoned
Cost: 5
Range: Self
Duration: 3 (1/round)
Trappings: Necrotic; Transmutation

A Monk channels their chi to make themselves invisible. The name of this power comes from a sect of Monk Assassins, the Hungry Ghost clan. An invisible Monk is either transparent, inflicting a -4 Notice check to detect them by individuals who lack the means to see them. Or truly invisible, inflicting a -6 at attempts to detect them. Targets with True Seeing or wearing specially made goggles can see the Monks as normal. Any offensive action such as attacking or casting a striking spell ends the effect.

Wholeness of Body
Rank: Novice
Cost: 2
Range: Self
Duration: Instantaneous
Trappings: Life Energy; Transmutation

A Monk can use their Ki to heal themselves or restore their bodies from poison or disease. The Monk make a Discipline roll minus only the wounds they receive (they do not double the penalty like other healing powers). On a success one wound is healed and on a raise a second wound is healed. The Monk may also use this power to cleanse themselves of poison or disease, as long as they do so 10 minutes after interaction with the malady. The monk can only target themselves with this power and has an hour to heal themselves before wounds become semi-permanent and must be healed as normal.

Monday, January 15, 2018

The Skeleton Post


The most iconic of horror villains: The Skeleton Warrior. Technically Savage Worlds already has some stats for Skeletons, but I figured I could help a GM with some pre-made stats and maybe a few ideas of my own of how to make skeletons interesting. Oh, hey! Neat fact: the skeleton has a pace of 7. Meaning they move one inch faster than normal humanoid speed. I bet it's all of that heavy muscle that's out of the way.

Let's get to it.

 
Skeleton Warrior
Brief: A common foot soldier serving liches or necromancers, Skeleton Warriors are foot soldiers that are imbued with the knowledge of melee combat and are deployed on the battlefield as shock troopers. Most summoners skimp getting actual equipment for their skeletal hordes and are often found in shoddy chain mail and using rusted swords.

Attributes: Agility d8, Smarts d4, Spirit d4, Strength d6, Vigor d6
Skills: Fighting d8, Intimidation d6, Notice d4, Shooting d6
Traits: Pace: 7; Parry: 6 / 7 (+1 w/ Shield) / Toughness: 8 (1 - Rusty Mail)
Gear: Short Sword (Str+d6 - Rusted or poorer state invokes a improvised weapon); Used Mail (Armor bonus +1); Spear (Str+d6, Reach: 1; Parry: +1)
Specials: Undead: +2 Recovery; +2 Toughness; Called Shots have no bonus effect unless hit with weakness.
Fearless: Immune to fear & intimidation
Resistance (Pierce): Gains +4 Toughness when subject to a Piercing attack (Arrows, Crossbow Bolts).
Weakness: Bludgeoning: Called shots to the head with a bludgeoning weapon deals +4 damage.



Skeleton Archer
Brief: The back line of a skeleton army are the archers. These skeletons are raised and imbued with the knowledge of archery which they use without thought or mercy as they rain arrows down upon the heads of the unfortunate. A rather fiendish Necromancer might have the idea to make the arrows fiery or plagued.

Attributes: Agility d8, Smarts d4, Spirit d4, Strength d6, Vigor d6
Skills: Fighting d6, Intimidation d6, Notice d6, Shooting d8
Traits: Pace: 7; Parry: 5; Toughness: 8 (1 - Leather Armor)
Gear: Leather Armor w/ Helm (Helm adds +3 Toughness vs. Headshots w/ a success chance of 50%) / Bow (12/24/48) 2d6 and arrows. Dagger: Str+d4
Specials: Undead: +2 Recovery; +2 Toughness; Called Shots have no bonus effect unless hit with weakness.
Fearless: Immune to fear & intimidation
Resistance (Pierce): Gains +4 Toughness when subject to a Piercing attack (Arrows, Crossbow Bolts).
Weakness: Bludgeoning: Called shots to the head with a bludgeoning weapon deals +4 damage.


Skeleton Mage
Brief: Unlike true Liches, skeleton mages are undead with some residual magical skill and a connection to mysterious power known as 'mana' which is used to work spells in the world. Skeleton Mages are found few in number due to a difficulty to control (it's the magic within them. It gives those mages the idea they can break from the control of the necromancer or Lich).

Attributes: Agility d6, Smarts d8, Spirit d4, Strength d4, Vigor d6
Skills: Fighting d4, Intimidation d6, Notice d6, Spellcasting d8
Traits: Pace: 7; Parry: 4; Toughness: 7 / 9 or 11 (+4 w/ Armor Spell)
Gear: Staff (Str+d4 S: Reach +1; Parry: +1), Reagent Pouch (Used in casting spells), Robes (Tattered, looks very official as a magister)
Specials: Undead: +2 Recovery; +2 Toughness; Called Shots have no bonus effect unless hit with weakness.
Fearless: Immune to fear & intimidation
Resistance (Pierce): Gains +4 Toughness when subject to a Piercing attack (Arrows, Crossbow Bolts).
Weakness: Bludgeoning: Called shots to the head with a bludgeoning weapon deals +4 damage.

Magic
Power Points: 15
Spellbook includes: Shards (Small Bolt; Necrotic); Mage Armor (Armor; Force energy); Scare (Fear; Necrotic), Bane Enchant (Smite; Necrotic.)