Tuesday, November 24, 2009

TORG Redux

It occurs to me that I mentioned a while back that I was running a Savage TORG game, but I never mentioned any of the mechanical stuff associated with it. I used some of the things from the Savage TORG conversion at Dragonsfoot, but I also tinkered with a lot of the mechanics myself. Since I had an Orrorshan monster hunter and a Nile Empire superhero, I also had to throw together some special Edges for those guys. Here's a sample of some of the changed and new Edges I did for that campaign.


Kaiju Form [Legendary]
Requirements:
Legendary, Spirit d6+, arcane skill d10+, must know shape change power
Your ability to assume new forms is no longer limited by mere size. You can change into the form of truly enormous beasts, creatures that dwarf buildings and blot out the sun.
You can become creatures larger than Size +4. Changing into such creatures costs 7 Power Points, plus 1 Power Point for every five full points of Size. So, changing into a Size +5 creature would cost 8 Power Points, while changing into a Size +10 creature would cost 9 Power Points. The duration of the power and all other limitations remain unchanged.


Storm Knight [Reality]
Requirements:
Novice, Reality d4+
Your experience fighting against invading realities has given you an expanded ability to detect possibility energy. If you succeed in a Notice check against a target number of the target’s Spirit die (so d8 would be target number 8), you can detect whether or not they are possibility-rated as a blue and red aura around them. Doing so is an active use of the skill and requires a full round of concentration, during which time you can take no other action but movement.
You can also detect possibility energy in the environment as an intangible sensation. You always know whether a zone is mixed, dominant, or pure. If you pass within sight of a stelae, hardpoint, or other strong conduit of possibility energy, you automatically sense it.
Finally, you gain a +2 bonus on Reality rolls made for reality storms.

Storm Warrior [Reality]
Requirements:
Seasoned, Storm Knight, Reality d6+
By spending a benny, you can infuse an inanimate object with a temporary reality field, creating a talisman. It functions similar to a reality bubble but has a radius equal to half your Reality die, and lasts for the remainder of the session.

Storm Lord [Reality]
Requirements:
Veteran, Storm Warrior, Reality d8+
Over time, your experience with manipulating reality has made you a powerful force in the Possibility Wars. The number of eternity shards you can bond with is increased by 1, and you only disconnect from your home reality with a critical failure on a disconnect check.


True Sight [Weird]
Requirements:
Novice, Spirit d8+, Notice d4+
Some characters from Orrorsh have cultivated a form of the “second sight” that allows them to see through the human-seeming guises of some types of monsters. A character with this Edge can peer through the veil that conceals such corruption.
The character makes a Notice check, opposed by the target’s Spirit roll, with a penalty equal to the creature’s Fear rating (if any). If the check succeeds, the hero sees through the disguise to the monster beneath. For each raise, the True Sight also reveals one of the creature’s personal weaknesses (GM’s discretion to which is revealed).


I'm thinking about starting a new Savage TORG game in the next few months, so I'll probably be posting more about that as time passes.

Heroes of the Tower

I'm currently working on making a Savage Worlds campaign based on Stephen King's The Dark Tower series. The working title is "Heroes of the Tower," and I've just started putting together some arcane backgrounds and campaign-specific Edges for it. Here are a couple of them.

Gunslinger [Professional Edge]
Requirements:
Seasoned, Quick Draw, Agility d6+, Spirit d6+, Guts d6+, Intimidation d6+, Persuasion d6+, Shooting d8+
You have been trained as one of the seppe-sai, a Gunslinger of Gilead. You wear the big iron, the gun of your ancestors, and you carry yourself with the effortless grace of one who knows the face of his father. You gain a +1 bonus on Guts, Intimidation and Persuasion rolls, and a +2 bonus on any roll made as part of a gunfighting duel (including damage).
You are also gifted with a personal firearm--a revolver of fine craft passed down through your lineage for many generations. Such revolvers often have personal flourishes or small enchantments about them, but this is entirely up to the GM.
Additionally, if you take the Trademark Weapon Edge and apply it to your personal gun, you gain a +1 bonus on damage rolls with that firearm. This bonus increases to +2 if you take Improved Trademark Weapon.

The Touch [Background Edge]
Requirements:
Novice, Spirit d6+
Not every person gifted with a little bit of the supernatural is a full-blown psychic. Some folks just have a touch of strangeness about them. Maybe they get a little nudge in their heads when they’re in danger, or they can feel it when a close friend or relative dies. Regardless of the exact manifestation, your character has been touched by fate.
Once per session, you can spend a benny to request a hint from the GM relating to your current situation, or to determine the status of a friend or loved one. Hints should be vague but helpful, and the status is always broad ("He’s in trouble," or "She’s hurt bad, maybe dying"). The GM can refuse to give you any information, but if he does so, you do not spend a benny and instead gain an additional one.
Additionally, if you have the Danger Sense Edge, you make your Notice rolls for that Edge at no penalty.


The design philosophy here is that the Edges grant a tangible benefit, as well as synergizing with standard Edges from the core rules. I think that this lends itself well to creating characters who are campaign-oriented, and who are willing to take things that lend themselves well to emulating the genre. That is, by making a synergistic link between Gunslinger and Trademark Weapon, you encourage characters to build their gunslingers with a personal firearm that has a name, story, and background all its own, just like Roland's guns from the novels. (No spoilers here for anyone who doesn't know the story behind them.)

Friday, October 16, 2009

Personal Update and Project

Buying a house is hard, time-consuming work. Remind me not to do this again, assuming I want to have a writing career.

On the plus side, in two weeks I will be out of my cruddy apartment and in a large, pleasant house that has a room my wife has already set aside as a study and writing office. Hopefully, things will flow more easily once I have a dedicated writing space, instead of trying to sneak in a paragraph here or there while I'm having lunch on campus.

The Savage Worlds version of my book Ronin is still up in the air. I've been fiddling a bit with it, but High Moon hasn't given me the formal go-ahead yet. In the meantime, I've been amusing myself with a side project: a wuxia-style setting that isn't set in a thinly-veiled historical China.

I love me some Asian history (as you may have guessed, O readers of this blog), but I think it's almost a disservice to myself to become typecast as "that guy who does historical Asian RPGs." There are worse fates, goodness knows, but I want to write something that isn't just "Sengoku with magic" or "Three Kingdoms with magic." I would very much like to do for China history what Rokugan did for Japan: take all the best parts, and cool things from surrounding areas, and make something new out of it. A Chinese-inspired game rather than a Chinese-historical game.

I can't tell you too much about it yet, not even what system I'm writing it for, but I'm currently doing my research, writing chapter snippets while consulting with my battered copy of Tao Te Ching, casting some trigrams for inspiration, and looking at lots of art about pandas. ^_^ Hopefully, something interesting will come of it.

Saturday, August 29, 2009

Return and Review

After saying that I wanted to update this blasted thing regularly, I drop off the face of the earth for six months again. Partly, it was professional obligations (that is to say, writing for which I am being paid), and partly my schoolwork. I don't talk about my personal life on here very much, since I think it detracts from the point of a design blog, but I feel the need to brag: Taking six months away from the blog must have paid off somewhere, since I am now in the running for the prestigious Rhodes Scholarship. If I manage to keep my GPA up and not horribly botch something, I could be one of a select group of students chosen to finish out my graduate education at Oxford University in England, where I will be pursuing my Master's in Library Sciences. Hold your applause, please. The odds that I'll be chosen even if I manage to still be qualifying for the thing in two years (which is the soonest I can apply for graduation) is about one in six at best.

Ah well, even if I don't get it, it's one of those things that's genuinely an honor for which to even be considered. And there's always getting my MLS right here at good old U of K, at which I am currently enrolled and pursuing my BA in English.

I just got back from GenCon the week before school started, and they had quite the plethora of things I wanted there. While I picked up Geist: The Sin-Eaters on the first day, as I always do with the new White Wolf game, I've barely glanced through it. Something about it is off-putting; maybe it's the lower quality of the book overall (coarser paper, smudgier edge work, that sort of thing), or maybe I'm just too melancholy about it not being NWraith. Either way, I'm hoping to slog through the thing at some point in the near future.

The big purchase of the convention for me was the Pathfinder RPG, of which I am a huge fan. Being out in the cold with the arrival of D&D 4th Edition, I'm pleased that Paizo, whose work I have respected for years, has decided to carry on the torch of 3.X. It's a huge book, weighing in at 500+ pages, and the interior is so beautiful that mere words can't describe it. Suffice to say that Paizo has outdone their usual (very high already) standards. I even got to run Pathfinder Society events on Thursday and Friday of the convention, so bully for me!

I was able to hit the Studio 2/Pinnacle booth for a while, and I basked in the soft glow of Savage Weird War II and Realms of Cthulhu, both of which I desperately wanted but couldn't afford. My only purchase there was one I've been waiting for, though: the Fantasy Companion. Two of my friends picked it up at Origins, and I'd been tearing out my (last remaining) hair over wanting my own copy. I'm still planning on picking up the other books (as well as Hellfrost and Space: 1889 when I can get around to them), though it might take a month or so before I have the funds.

My last significant purchase at GenCon was something of an impulse buy. I was hearing about a new d20 variant game on rpg.net the week before GenCon, something called FantasyCraft. It's made by Crafty Games, and is a revision/alteration of their very successful SpyCraft game engine (which they are apparently calling "Mastercraft"). I was iffy about the game, having had only sporadic and somewhat mediocre experiences with SpyCraft, until someone mentioned in their review of the pre-release that one of the base races were dragons.

Let me repeat: dragons. Not dragonborn, not lizardmen, not half-dragons, but actual fire-breathing, flying, scaly dragons. That sold me right there. I couldn't give Crafty Games my money fast enough at GenCon.

Now that I actually own the book, my ardor has cooled, but only somewhat. There's a definite learning curve involved, and one that isn't necessarily made any easier by having played numerous other d20 games before. There's an odd combination of flavorful, even amusingly snarky, writing mixed in with very dry (like arid) statistical description and standardized abilities. I mean by this, you can have a class with the incredible cool-sounding ability "I'll Cut You!" alongside similar class abilities such as evasion III and uncanny dodge IV. It's jarring to the eye, as well as making NPC and monster stat blocks incredible dense, almost to the point of incomprehensibility without understanding every niggling little thing very well.

Still, the game has a lot of charm, and almost all of the added heavy lifting seems to be on the GM end or on character creation. The actual system part of the game is much more smooth and easy to swallow than standard d20 in a lot of ways. I'm reserving final judgment on it until I run or play it.

Hopefully, I'll have it in me to actually update this thing at least once a week from now on, but I won't hold myself to unreasonable expectations. I am studying Japanese this semester, after all. ;)

Saturday, February 7, 2009

Savage Pathfinder: Miscellany

Well, I just got my internet back on at home, and in celebration, I'm posting! No, not the adventure you've been waiting for, that would be too easy! Instead, I'm posting up a few odds and ends from my Savage Pathfinder conversion. The adventure should be up after this weekend, when I finish the term paper I'm working on. In the meantime...


Sable Company Rider [Professional Edge]
Requirements:
Seasoned, Spirit d6+, Vigor d6+, Fighting d8+, Riding d8+, Shooting d6+
You are one of Korvosa’s elite marines, a Sable Company rider. You have formed a special bond with your hippogriff mount and trained it to near-perfection.
You can spend your bennies to make soak rolls for your hippogriff companion. When making mounted attacks from the back of your hippogriff, your Fighting die is not limited by your Riding die. Lastly, your hippogriff’s carrying capacity increases from Str × 8 to Str × 11.

Hippogriff
A hippogriff has the body and hind quarters of a horse, and the head, wings, and forelimbs of a giant eagle. They are natural enemies of griffins, but are no less fond of flesh than their rivals.

Attributes: Agility d8, Smarts d8 (A), Spirit d6, Strength d12+2, Vigor d12
Skills: Fighting d8, Guts d8, Intimidation d8, Notice d12
Pace: 8; Parry: 6; Toughness: 11
Special Abilities:
Bite/Claws: Str+d6
Flight: Hippogriffs have a Flying Pace of 8” and a Climb of 4”.
Improved Frenzy: Hippogriffs may make two Fighting attacks each action at no penalty.
Size +3: Hippogriffs are comparable in size to a war horse.


Archmage [Legendary Edge]
Requirements:
Legendary, Smarts d10+, Arcane Background (Magic), New Power, Power Points, Wizard, Knowledge (Arcana) d10+, Spellcasting d12+
Only the most powerful of wizards can hope to aspire to the lofty heights of the archmage. Undisputed masters of the arcane, archmages have unparalleled knowledge of magic and mysticism. Their grasp of magical theory and practice are without equal in the world.
Archmages do not take maintenance penalties to Spellcasting rolls. Perhaps more impressively, the archmage no longer suffers backlash on a roll of 1 on his Spellcasting die; backlash only occurs on a critical failure.


Archon [Legendary Edge]
Requirements:
GM’s permission, Legendary, Arcane Background (Miracles), Faith d12+, Spirit d12+
The rarest of rare heroes in service to the gods experience a kind of ascension, becoming beings not quite of the world anymore. They attain a celestial quality, becoming a kind of “living angel.”
Archons cease aging, perhaps even losing a few years to return to a state of physical peak. They become immune to all forms of disease and poison, and they only breathe and eat as a matter of choice. Archons are immortals, and are only capable of dying from physical damage done to them. That may prove difficult, however, as they also have Slow Regeneration, gaining a natural Healing roll once per day.
You cannot simply choose to take this Edge when your character reaches Legendary status. The GM must determine at what point the character is worthy, if ever. You may set aside an advance, unused, that the GM may then use to reward your character with this Edge should circumstances in the story merit it.


Death Touch [Legendary Edge]
Requirements:
Wild Card, Legendary, Spirit d10+, Pugilist, Stone Hands, Fighting d10+
In the distant monasteries of Vudra and Tian, monks learn the ancient arts of unarmed combat and the meditative discipline that comes from honing the body into a lethal weapon. The most revered masters of these arts are said to be able to slay a man with a mere touch.
A character with this Edge can spend a benny before making an unarmed Fighting attack. Even tough this is a touch attack, do not add the usual bonus for touch attacks; instead, make a Fighting roll at –2. If the attack is successful, and for every raise on the Fighting roll thereafter, the attack inflicts one wound on the target. Do not roll for damage.


Sensei [Legendary Edge]
Requirements:
Legendary, Combat Sense, Improved Defend, Martial Artist
The character is a true master of hand-to-hand combat, having gained the traditional title of sensei (“master” in the language of distant Tian Xia). Upon attaining Sensei status, the character receives the following benefits:
•When performing a Wild Attack, he takes only a –1 to Parry.
•When Grappling or being Grappled, he may use his Fighting skill in place of his Strength or Agility.
•When performing a Disarm, he takes no penalty on his attack.

Tuesday, January 27, 2009

Blog Called...

...on account of freezing rain, snow, sleet, and hail. It's nasty as hell in Lexington right now, and I'm too busy trying to stay warm to post anything today. Good luck to the rest of you dealing with this winter storm mess.

Saturday, January 24, 2009

Playground of the Damned: The Enemy

Today's "Playground of the Damned" post is about the enemy: zombies! There are four basic kinds of zombies that are going to show up in this adventure: kid zombies (former classmates of the PCs), adult zombies (former teachers and neighbors), bloated zombies (who swelled up from decay and give the characters opportunities to make fat jokes at Hugo's expense), and legless zombies (to ramp up the tension).

Let's take a look!


Zombie, Kid
These walking dead are typical groaning fiends looking for fresh meat... just a little smaller and weaker.

Attributes: Agility d6, Smarts d4, Spirit d4, Strength d4, Vigor d6
Skills: Fighting d4, Intimidation d6, Notice d4
Pace: 4; Parry: 4; Toughness: 6

Special Abilities:
Bite/Slam: Str.
Fear: The first time a character sees a kid zombie, he has to roll a Guts check. They’re scary.
Fearless: Zombies are immune to Fear and Intimidation.
Infection: If a zombie’s attack inflicts a Wound on a victim, that target must attempt a Vigor roll. On a successful roll, the attack that did the damage was a slam; on a failure, the target has been bitten and is now infected. An infected character makes a Vigor roll every hour; a failure inflicts a level of Fatigue that does not go away, and failing at Incapacitated causes the victim to rise again as a zombie.
Size –1: These zombies are the kids’ ex-classmates, so they’re a little smaller than normal zombies.
Undead: +2 Toughness; +2 to recover from being Shaken; immune to poison and disease; no additional damage from called shots (except for called shots to the head).
Weakness (Head): Called shots to a zombie’s head are +2 damage.


Zombie, Adult
These walking dead are typical groaning fiends looking for fresh meat. They were adults before they got infected, so they’re bigger and stronger than kid zombies.

Attributes: Agility d6, Smarts d4, Spirit d4, Strength d6, Vigor d6
Skills: Fighting d6, Intimidation d6, Notice d4, Shooting d6
Pace: 4; Parry: 5; Toughness: 7

Special Abilities:
Bite/Slam: Str.
Fear: The first time a character sees a normal zombie, he has to roll a Guts check. They’re scary.
Fearless: Zombies are immune to Fear and Intimidation.
Infection: If a zombie’s attack inflicts a Wound on a victim, that target must attempt a Vigor roll. On a successful roll, the attack that did the damage was a slam; on a failure, the target has been bitten and is now infected. An infected character makes a Vigor roll every hour; a failure inflicts a level of Fatigue that does not go away, and failing at Incapacitated causes the victim to rise again as a zombie.
Undead: +2 Toughness; +2 to recover from being Shaken; immune to poison and disease; no additional damage from called shots (except for called shots to the head).
Weakness (Head): Called shots to a zombie’s head are +2 damage.


Zombie, Bloated
These walking dead swelled up from the gases inside them and from eating too much (of what, it’s better not to imagine). Now, they’re enormously bloated and can belch out nauseating fumes.

Attributes: Agility d6, Smarts d4, Spirit d4, Strength d6, Vigor d6
Skills: Fighting d6, Intimidation d6, Notice d4
Pace: 4; Parry: 5; Toughness: 8

Special Abilities:
Bite/Slam: Str.
Fear –1: The first time a character sees a bloated zombie, he has to roll a Guts check at –1. They’re really scary and kind of gross.
Fearless: Zombies are immune to Fear and Intimidation.
Gasbag: Once per encounter, a bloated zombie can belch a foul cloud of rot and decay. This cloud fills a Medium Burst Template centered on the zombie. Anyone within the cloud must attempt a Vigor roll or gain a level of Fatigue. This Fatigue vanishes after an hour of rest breathing clean air.
Infection: If a zombie’s attack inflicts a Wound on a victim, that target must attempt a Vigor roll. On a successful roll, the attack that did the damage was a slam; on a failure, the target has been bitten and is now infected. An infected character makes a Vigor roll every hour; a failure inflicts a level of Fatigue that does not go away, and failing at Incapacitated causes the victim to rise again as a zombie.
Slow: Bloated zombies waddle more than even other zombies. They have a d4 running die.
Size +1: Bloated zombies are big and fat, making them somewhat tougher than the run of the mill.
Undead: +2 Toughness; +2 to recover from being Shaken; immune to poison and disease; no additional damage from called shots (except for called shots to the head).
Weakness (Head): Called shots to a zombie’s head are +2 damage.


Zombie, Legless
These aren’t so much walking dead as crawling dead. Being low to the ground makes them sneaky, though.

Attributes: Agility d6, Smarts d4, Spirit d4, Strength d6, Vigor d6
Skills: Fighting d6, Intimidation d6, Notice d4, Stealth d6
Pace: 2; Parry: 5; Toughness: 6

Special Abilities:
Bite/Slam: Str.
Fear: The first time a character sees a legless zombie, he has to roll a Guts check. If he doesn’t see it until it attacks him, he rolls at –2. They’re really freaking scary when they do that.
Fearless: Zombies are immune to Fear and Intimidation.
Infection: If a zombie’s attack inflicts a Wound on a victim, that target must attempt a Vigor roll. On a successful roll, the attack that did the damage was a slam; on a failure, the target has been bitten and is now infected. An infected character makes a Vigor roll every hour; a failure inflicts a level of Fatigue that does not go away, and failing at Incapacitated causes the victim to rise again as a zombie.
Size –1: Since it’s missing half of its body, a legless zombie is a little less tough than a normal one.
Slow: Legless zombies can crawl pretty quickly, but they can’t really run. They roll a d4 running die.
Sneak Attack: Legless zombies start every combat the same way--crawling silently up to their intended target and biting him on the leg. If a legless zombie succeeds in his Stealth roll, he gets the drop on his victim.
Undead: +2 Toughness; +2 to recover from being Shaken; immune to poison and disease; no additional damage from called shots (except for called shots to the head).
Weakness (Head): Called shots to a zombie’s head are +2 damage.


Coming soon: an actual adventure!