The Order of the Stick: Utterly Dwarfed
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  1. - Top - End - #1
    Ettin in the Playground
     
    BlueKnightGuy

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    Apr 2013

    Default The Dragon Empire: Savage Worlds

    New thread for a new system.
    We will continue using Pathfinder for the IC thread until the main characters and their equipment, at least, is converted. From there I'm familiar enough with the system to ad lib accurately until I get proper documents down for the rest of the multitude of NPCs and plot items.

    Core Rulebook

    Current progress on conversion:

    General/Chargen
    Spells/Techniques/Talents
    Edges
    Gear
    Familiars and Animal Companions

    Current IC Thread:

    Fourth IC Thread, post-SW Conversion

    Old IC threads:

    IC Thread the first.

    IC Thread the second.

    And the Third Thread.

    Party Inventory and Plot Threads, courtesy of HVS:

    https://docs.google.com/spreadsheets...it?usp=sharing
    https://www.lucidchart.com/documents...a952cef279a7/0

    Converted Party Sheets
    Edmund
    Azrin/Botticellli
    River
    Olivin

    Side Party Sheets
    Andrew
    Robert
    Asma

    Spoiler: Legacy Archive
    Show
    Table of characters:

    Player Character Class Role
    H. Von Studley Edmund Grimace Fighter (Myrmidon)/Cleric of Gorum/Battle Templar Captain
    Ziegander Malleus Reinardt Fighter (Lore Warden/Tactician) Reassigned (Player Vanished)
    Indori Orrick Drummond Alchemist (Grenadier) Reassigned (Player Vanished)
    brandnewb Robert Silver Gunslinger/Rogue (Pirate) Reassigned (player desired new character)
    Archemist Azrin Bluestone Gunslinger (Experimental)/Witch Shipwright/Boatswain
    Aeryk River Monk of the Four Winds Soldier
    brandnewb Olivin Instance Lore Warden Fighter Soldier
    Nostromo Indra of Clan Volari Ranger (Beast Master) Pending
    Nostromo Vyss Dinosaur Indra's Animal Companion

    Notable NPC crew members:

    Rebecca Sherman (Human) Fighter (Cad) Head Cook
    Pomutiki (Gnome) Wizard (Siege Mage) Head Siege Engineer
    Amon (Half-Orc) Summoner In Training
    Alphonse Marridy (Human) Aristocrat Officer, First Mate
    Reed Darkwick (Human) Warrior/Barbarian Weaponsmith/Soldier
    Dean Darkwick (Human) Warrior/Rogue Armorsmith/Quartermaster
    Ronsk Blacknail (Dwarf) Commoner/Ranger (Freebooter) Lookout

    Role-specific information:

    Spoiler: Captain
    Show
    Your Profession (Sailor) determines many statistics of the ship you are in command of.

    You may use Profession (Sailor) in place of Survival while at sea, but cannot Track with this ability. You receive a free Sextant, which grants a +2 to Profession (Sailor) checks to navigate while at sea.

    You are in control of the ship's improvement and supply budget while at port, though you may delegate this responsibility to your First Mate or ask other party members for advice.

    Anyone other than the Captain attempting to make a request of another Captain of the Rhedran navy takes a -4 to their Diplomacy or Intimidate check due to being of lesser rank.


    Spoiler: First Mate
    Show
    You may take over command if the Captain is incapacitated or unable to direct the crew, using your Profession (Sailor) to determine ship statistics as the Captain would.

    You may use Profession (Sailor) in place of Survival while at sea, but cannot Track with this ability.

    You may make a DC 15 Profession (Sailor) check to use the Aid Another action, applying the bonus to the ship's attack rolls, AC, or single type of save for one round during naval combat. This cannot be used if you are filling in for the Captain or unable to direct the crew (such as when unable to speak).

    Should the Captain die, you are promoted to Captain until they are resurrected or replaced.


    Spoiler: Doctor
    Show
    The ship is outfitted with a small sick bay. While performing Heal checks in the sick bay, you are considered to have a Healer's Kit because of the medical supplies and tools on hand. This Healer's Kit can run out as normal, but has a maximum of 20 uses in it and can be restocked when at port. This Healer's Kit cannot be accessed outside of the sick bay, but regular Healer's Kits may still be used.

    You may transfer uses of the sick bay Healer Kit into a portable one (or from a portable one into the sick bay) at a 1:1 ratio, reflecting transfer of medical supplies from one to another. This cannot exceed the maximum capacity of either kit.


    Spoiler: Lookout
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    The lookout receives a free Spyglass, provided by the Rhedran navy. When using a Spyglass in an elevated position (such as the crow's nest), a character can make vision-related Perception checks at twice the normal distance without penalty. (+1 DC/20 ft. instead of +1 DC/10 ft.)


    Spoiler: Shipwright
    Show
    Receives a free set of Masterwork tools for their craft, granting a +2 to Craft (Shipwright) checks to build, repair, or upgrade.


    Remember to note these bonuses and items on your sheets so you don't forget.

    Spoiler: Island Info
    Show
    The Dragon Empire
    The common name for three kingdoms (though not all are actual kingdoms) brought together under the rule of a Silver Dragon, who acts as Emperor of the kingdoms. These kingdoms exist on a large island too small to qualify as a true continent (think Australia-sized). The dragon Maeleachlainn, colloquially referred to by the people as Emperor M, has served as Emperor for nearly one thousand years. The Silver Dragon rarely intervenes in the affairs of the three kingdoms except when needed to mediate political crises.

    The island bears no official name, as the peoples of the kingdoms have yet to venture beyond it.

    The Three Kingdoms

    The Rhedris Prairie
    The eastern half of the island is mostly prairie with sparse forested areas. These rich farmlands are populated by several towns and villages. The coastal area is primarily rocky cliffs, with the exception of several beaches on the southern edge of the island. On this southern coast is the city of Stalling, from which King Randall Mariner rules the Rhedris Prairie. The Mariner royal family is an absolute monarchy, and the King is second in power only to the Emperor. This is the largest of the three kingdoms, and primarily populated by humans and halflings. The people of Rhedris are referred to as Rhedrans.

    The Aigodon Vale
    A temperate forested valley centered around a large lake, named for the city-state on the northern shore of the lake. Surrounding the valley are high mountains, the springs and rivers from which run into the valley's lake. There are only two paths out of the valley without crossing the mountains: a single river flowing northwest out of the lake and into the ocean, and a dwarf-made tunnel leading east into rich prairie farmlands of Rhedris.

    Aigodon was once a monarchy ruled by a Queen, but the last Queen bore no heir and left behind no will. Her husband committed suicide soon after. Now it is ruled by a council of human and elven nobles, and primarily populated by these two races and their half-elf offspring. The thick forests have only been cleared outside of the city walls, with farmlands and orchards providing food for the city's inhabitants. The people of Aigodon are collectively referred to as Aigodonians.

    The Silver Mountains
    A ring of tall mountains surrounding the Aigodon Vale, the primary settlements in this harsh climate are the stone halls of the dwarves and gnomes. The dwarves and gnomes (and other races who live among them) operate under a very different system from the other two lands - a meritocracy, where the successful and resourceful thrive and the failures are trodden underfoot. The weak can often get by in society through hard work and perseverance, but there is no help here for the lazy and unmotivated. The Mountaineers, as they are collectively named, were the first to produce firearms.

    The Silver Dragon himself lives high in the mountains, where he receives tribute and requests for aid from the three kingdoms.


    Spoiler: Summary of NPCs (in need of some updating)
    Show
    The Crew of The Northeastern Fog

    Pomutiki wears the type of garish clothing one would expect of an entertainer, typically light blue or purple (these are the colors of his eyes and hair, respectively) with white swirling patterns. He even had one of the new navy uniforms custom-made with this design, which the Admiral reluctantly allowed since Pomutiki is (literally) a Wizard with siege engines; even if he is an eccentric gnome with pyromaniac tendencies. With no large-scale conflict on the island for hundreds of years, and no plans for expansion, siege weapons were a dying breed. At his belt is a simple dagger for utility and defense, and he has a fancy waterproof silver case for his spellbook.

    Rebecca Sherman is short, but wiry, and has a plain naval uniform; she's a rank-and-file soldier who just happens to know how to cook and was given that secondary job. Over it she wears simple leather armor, and over that (when working in the kitchen) she wears an apron. She's a redhead with short hair for practicality, and has dark brown eyes. On the back and sides of her neck are burn scars from a (yet) unknown incident. She has a fear of fire, and looks uncomfortable even when around torches, though lanterns are easier to deal with. As far as weapons go she has a simple, well-made longsword and matching buckler. Prefers not to lethally injure her enemies, and has specialized blade techniques to wear them down without killing them, as her captives from the first encounter can attest to.

    Amon is a small, thin, and unhealthy-looking half-orc. It's not malnutrition, he was just born a runt. It's obvious from his fitness that he's been training himself to make up for his natural deficiency. His eyes are dark, as is his hair. The boy's orcish heritage gives his skin a dull greyish color and makes both his skin and hair oily. Though still young by human standards, half-orcs mature quickly, and it's really just his small size that makes him look like a kid. He's more like a late-teenager, equivalent to 16 or 17 for a human. His clothes aren't quite rags, but only just a step up. The kind of homemade, patched together things poor farmers would wear. Dean re-sized some leather armor from the enemy orcs for Amon, which he now wears over his clothing, and he is presently dragging around a mace that's clearly too large for him to use properly. (Robert and Azrin won't meet him yet, since he's an illegal stowaway and thus still hiding on the ship.)
    Amon's Eidolon, Ssill, is a large serpent with black and green fractal patterns along its back. Its belly is plain black, and it has a black stinger at the very end of its tail. Its eyes are glowing and orange. Amon and his Eidolon share a vaguely fire-shaped orange rune on their foreheads while the latter is summoned.

    Reed and Dean both have light brown eyes, dark brown hair, and remarkably similar faces. They aren't twins, but could definitely pass for it, which I developed jokingly when people got their (admittedly similar) names mixed up. Standard bulk loadout of leather armor, longsword, and light crossbow. Dean is the younger one, but he has the business smarts, and keeps records of things mostly as a hobby. Reed has grown to hate crossbows, because he can never get them to fire properly outside of practice. He swears the patron god of crossbows must hate him. They're the sons of a blacksmith, and specialize in making weapons (Reed) and armor (Dean). Both know how to swim, as they grew up near a lake.

    Alphonse Marridy is the third and last son of a prominent Rhedran nobleman. His mother died of illness not long ago, and his father refuses to remarry. Alphonse has neatly combed light brown hair and darker brown eyes, with unusually thick eyebrows. Clad in a simple chain shirt worn under his navy uniform, he carries a longsword and small steel shield in battle. Along his belt are several retrievable throwing darts.

    Ronsk Blacknail was a commoner, a laborer at the Rhedris docks. His daughter was taken as leverage by Landis and his associates so that he would aid them in smuggling and hiding the enhanced truth potion they wished to use on the Emperor. When the crew of the Fog found his daughter and brought her home, he was both grateful and inspired. Aiming now to be more than a simple dock worker he has signed on with the Rhedris navy. Garbed in scale mail and carrying a dwarven waraxe, Ronsk is no stranger to heavy lifting or to swimming. He is adept at using whatever is on hand to block attacks (carrying any improvised weapon grants a shield bonus) after plenty of encounters with dockside bar brawls.

    The Rhedris Prairie

    Admiral Koloman Grimace, Edmund's father, is a stern and serious man with a sharp face. Like Edmund he has dark hair and dull eyes and is fairly tall, but not remarkably so. He wears an ornate admiral's hat of dark blue with gold trim, and a uniform bearing six gold bands. There is a similarly ornate longsword carried at his belt, though he also carries a simple dagger for utility.

    Tom and Draven are a pair of city guards assigned to the port authority, whom Robert is familiar with. Tom has blond hair and blue eyes, while Draven has light brown hair and green eyes. Tom has a thin beard, while Draven is clean shaven and a bit younger. Both wear suits of scale mail armor, and are equipped with longswords and saps. They have shortbows for when ranged engagements become necessary. Stewart, the inside man, is dressed and equipped similarly. He too is blond, but has light brown eyes and no beard.

    Landis Varinel is an average-sized man of middle age, with balding platinum blond hair and chestnut eyes. He wears a dark brown vest over light blue clothing, with sapphire buttons. Wields an ornate rapier, the hilt of which is inlaid with silver. He is a minor nobleman of the Rhedris Prairie. Freed a pit fighter named Otto from the control of an underworld fight ring, and employed him as a bodyguard. Landis seems to have contacts in Aigodon, and likely more yet to be found in Stalling.

    Otto is a burly young man who prefers to go shirtless to show off his physique, with a pair of pants and simple boots or shoes. He has short cut dirty blond hair, and dark blue eyes. After years as an illegal pit fighter he fights with his fists, and by grappling the opponent. While Landis has helped him kick his addiction to the drugs used to keep him under the pit master's thumb, they have left his mind somewhat dulled and unstable, in addition to his more natural anger issues.

    Mindy Sherman, Rebecca's sister, is a Paladin of Shelyn. She carries a silver holy symbol as a pendant and a colorful blue and purple armored coat, along with a plain kettle helmet. A light wooden shield is carried with her, and a simple steel battleaxe strapped to the front of it to be easily accessible. Wears her long red hair in a neat ponytail. Shares Rebecca's brown eyes as well.

    King Randall Mariner is a short man, though mocking him would be unwise - he is a skilled warrior in his own right, and often spars with his knights or nobles to pass the time. As a matter of pride, he does not allow any of them to go too easy on him, even as he grows old. His hair and eyes are both dark brown with bits of gray beginning to show (eyes included - his vision is beginning to go, much to his dismay), and he has a respectable beard. While he wears royal garments during meetings and audiences, he feels more comfortable in a suit of plate armor. King Mariner is not a very proficient politician, but is respected by the people for his fairness.
    His wife, Queen Catrina Mariner, is taller than her husband. While neither a proficient combatant nor an exceedingly capable politician, she is charismatic and good with people in a more personal sense. A very likable woman. Her hair is like the King's, though grayed further, and her eyes are sharp blue. She has a love of dresses and is often seen in a different one each day. Has some small talent with magic, which she mostly uses for everyday convenience.

    Gordon Tilbert is chief adviser to the King, and a man of noble birth himself, though he has an older brother with greater claim to his family's wealth. Gordon is not much taller than the King and more out of shape. His blond hair remains long and free of gray hairs however, and his blue eyes are astutely aware. Not incompetent with a rapier, but definitely not a warrior. He prefers to wear brown clothes with decorated with gold and light purple. Typically the mind behind political actions by the crown, though he is not as skilled a public speaker as the Queen, and has an embarrassing stutter.

    Ulseland

    Mossgandra is the elven commander of the Ulseland forces the crew rescued. They were captured by the raider ship during a slaving run and thrown in the brig. Strangely for an elf, Mossgandra's hair and eyes are both dark brown, as opposed to the typical fair hair and bright eyes. The appearances of her elven subordinates indicate that these features are still the most common, making her stand out. Her uniform is beige and bears a crest of a mountain with flames at the peak. There is a patch on her left shoulder of a black circle inside of a white circle inside of a black circle, likely an indication of rank. From the recovered equipment, she pointed out that a strange bladed gauntlet and maneuverable breastplate belonged to her. Often seems lost in thought. She speaks an antiquated dialect of elven, along with the common language of her own land.

    Hsmorjo is one of Ulseland's monastic warrior priests, called the Rsarri. He is a Nagaji, odd reptilian humanoids with heads like snakes. Despite their serpentine appearance, they have legs rather than tails. Their scales range from brown to beige, with Hsmorjo's being on the lighter end of the spectrum. While the other two Nagaji prisoners have yellow ridges where eyebrows would be and running down their back, Hsmorjo has blue ones. All Nagaji have amber eyes, but Hsmorjo's are brighter in coloration. In place of the military uniform the others are wearing, he has a loose white cloth outfit. From the recovered equipment he claimed a black stone pendant (the image resembles the flaming mountain crest the others wear) as a holy symbol of his religion, and a small pouch of sling bullets (without a sling to go with them). The Nagaji speaks Draconic, along with the common language of his own land.


    Spoiler: Soundtrack
    Show
    Player Character Theme Songs (what plays when your character is doing something heroic or noteworthy)
    Edmund Grimace: https://www.youtube.com/watch?v=MS4_Z84-rRE
    Orrick Drummond: https://www.youtube.com/watch?v=AjCmgf8SxBA
    Azrin Bluestone: https://www.youtube.com/watch?v=Aw3fN3OPk3A
    Robert Silver: TBA
    River: TBA

    Major NPC Theme Songs
    Admiral Koloman Grimace: https://www.youtube.com/watch?v=kMVcj-vIWug
    Emperor Maeleachlainn: https://www.youtube.com/watch?v=Kf0Xz36uLJY
    King Mariner: https://www.youtube.com/watch?v=tfeqAdrD_yM


    Notes

    How Hero Tokens work: they are invisible and intangible to Extras (NPCs without Heroic class levels), and can be passed between characters as necessary. A character may only have three Hero Tokens at a time; any excess Hero Tokens will appear in the inventory of a nearby ally with less than three Hero Tokens. If no such ally is available, the excess Hero Token will be intangible to the character attempting to retrieve it.

    When sailing you can turn twice in a turn as a full-round action with a Profession (Sailor) check (DC dependent on wind direction and the speed of both the wind and ship). Failing the check by 5 or more requires that the ship make a Reflex save or spill over.
    Spoiler: Sharp Turn Mechanics
    Show
    Base DC 10.
    Wind at back: +5
    Wind against: +0
    Wind in direction you're turning: -5
    Wind against direction you're turning: +5
    (Note: Above effects are all negated in Weak Wind or when Turning in Place)
    Storm Wind: +8
    Strong Wind: +4
    Moderate Wind: +2
    Weak Wind: +0
    Maximum Speed: +5
    Moderate Speed: +3
    Slow Speed: +1
    Turning in Place: -2 (this is at acceleration level 0)


    Homebrew siege ammunition rules:

    Spoiler: Siege Ammo
    Show
    Two cannonballs can make a Chain Shot, Blast Shot, or Shrapnel Shot on a successful Craft check. Gunpowder is required to make Blast and Shrapnel shots, but I'm not going to start tracking that.
    A ballista bolt can have alchemist's fire added to it. A single keg of alchemist's fire can modify ten regular bolts; five flasks of Alchemist's Fire can modify a single bolt.

    Craft (Siege) DCs:
    Chain Shot: DC 12
    Blast Shot: DC 15
    Shrapnel Bomb: DC 15
    Fire Bolt: DC 12

    New Ammo Types:
    Shrapnel Bombs are equivalent to the Bomb siege ammunition for catapults, except that it deals 5d6 points of piercing damage in a 10 ft. radius from the blast point, instead of 6d6 piercing/bludgeoning damage within a 30 ft. radius.
    Fire Bolts are equivalent to the Alchemist's Fire siege ammunition for catapults, dealing 4d6 fire damage in a 5 ft. radius from the impact point, except that the Reflex DC to avoid starting on fire is 15. Everything in 15 ft. past that takes 2d6 fire damage (or no damage with a DC 10 Reflex Save) and doesn't risk starting on fire.


    Spoiler: Map of The Fog (made by H. Von Studley)
    Show


    Belowdecks:
    Last edited by RandomWombat; 2019-07-22 at 02:17 PM.

  2. - Top - End - #2
    Ogre in the Playground
     
    PirateCaptain

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    Default Re: The Dragon Empire: Savage Worlds

    Sounds good! I haven't looked at the powers document in a while - have you been making any updates?

  3. - Top - End - #3
    Ettin in the Playground
     
    BlueKnightGuy

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    Default Re: The Dragon Empire: Savage Worlds

    I've added a few things while working on the Fog crew.

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    Bugbear in the Playground
     
    Aeryk's Avatar

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    Default Re: The Dragon Empire: Savage Worlds

    Quote Originally Posted by H. Von Studley View Post
    If we can convince an Asmodean to come here, I think there are two ways we can play it.
    Option 1: ambush them, take them alive and get them to tell us where they're holed up.
    Option 2: hide with Denver, have River stealthily tail them back to their headquarters (maybe with us following behind out of sight with a message spell to River), and then decide what to do one we learn where they all are.

    I think we should go with 2, because we can't guarantee we can make someone talk. I'll start working towards option 2 in game, but happy to go with an alternative if anyone has thoughts.
    I'm good with that option I'm still somewhat available on weekends to catch up on things, but between tests, homework, long hours, and field time I won't be able to update to the new system until mid-April at the earliest.

    Cheers!
    Spoiler: Playing as...
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    River in The Dragon Empire



    Sir Andrew Christof in The Dragon Empire




    Spoiler: GM of...
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  5. - Top - End - #5
    Ettin in the Playground
     
    BlueKnightGuy

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    Default Re: The Dragon Empire: Savage Worlds

    I added Low-Light Vision to gnomes.

  6. - Top - End - #6
    Ettin in the Playground
     
    BlueKnightGuy

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    Default Re: The Dragon Empire: Savage Worlds

    This week I will be turtling down to get my term paper stuff done as much as possible. So if I'm absent for a whole week, I'm not dead, just wishing I was.

  7. - Top - End - #7
    Ettin in the Playground
     
    BlueKnightGuy

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    Default Re: The Dragon Empire: Savage Worlds

    Whoops, posted in the wrong thread last time.

    Working on the party's Gear now, of which Azrin's is converted so far.
    Will also work on a system to stat animal companions and familiars.

  8. - Top - End - #8
    Ogre in the Playground
     
    PirateCaptain

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    Default Re: The Dragon Empire: Savage Worlds

    Man, I have been getting some crazy lucky rolls. I wonder if that means the next combat is just going to be nothing but misses?

    Glad to see you survived your term paper stuff RW. I just noticed as well - the Gear link in the first post is directing to the Edges document.

  9. - Top - End - #9
    Ettin in the Playground
     
    BlueKnightGuy

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    Default Re: The Dragon Empire: Savage Worlds

    Good catch, fixed now.

    I have one more midterm tomorrow, and a couple more papers due in late March, though I did get a headstart on those as well.

  10. - Top - End - #10
    Ettin in the Playground
     
    BlueKnightGuy

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    Default Re: The Dragon Empire: Savage Worlds

    Edmund's inventory has been converted, as have Infernal Healing, Celestial Healing, Aid, and Touch of Truthtelling.

  11. - Top - End - #11
    Ogre in the Playground
     
    PirateCaptain

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    Default Re: The Dragon Empire: Savage Worlds

    Looks good to me. How are we dealing with weight, and how much do Ed's major items weigh? Do you want us to track the little stuff?

    I like the distinction between infernal and celestial healing. I think our version is more interesting than the Pathfinder version.


    I also had a thought on Ring of Sustenance: the Pathfinder ring is particularly useful for spellcasters because of the ability to regain spells with less downtime, but the power point system doesn't work that way. Sleep is less important in savage worlds when casters regain PP every hour. As a result, the SW Ring of Sustenance is less useful than the Pathfinder version.

    What do you think about the SW version of the ring reflecting the original advantage for spellcasters, maybe by recharging power points more quickly or something similar? PP is particularly important for Ed, given that his maneuvers now eat into the same resource pool as his spells.

  12. - Top - End - #12
    Ettin in the Playground
     
    BlueKnightGuy

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    Default Re: The Dragon Empire: Savage Worlds

    It should also be noted that the PF Ring of Sustenance doesn't actually let you rest in the middle of the day and get spells back. It does specify that it reduces the time needed to get a full rest for the purposes of regaining spells, but that it can still only be done 1/day.
    The benefit of SW in comparison to PF is that it's not vancian spellcasting, meaning that you don't need to get a full rest to recover your PP either. It's passively recharging at all times.

    As for carry weight, it's probably less than it was in PF where you can carry a cart of goods on your back, but the SW weight system is also a quite limiting by RAW in my experience. I'd say it's best to abstract weights. Brawny does give the benefit of being able to carry more, but that's simple enough to abstract as well.

    Things like large tools, spare weapons and spare armor would probably be too heavy to lug all of it around all the time, so some of it is probably back with the royal caravan. The little things like potions and caltrops I wouldn't worry about.

  13. - Top - End - #13
    Ogre in the Playground
     
    PirateCaptain

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    Default Re: The Dragon Empire: Savage Worlds

    Fair enough. I suppose my point is that there is a specific, tangible benefit from the PF ring for casters, but not for the SW ring, making it comparatively less valuable.

    I'm comfortable with abstracting weight. Ed carries a lot of weapons though - will he have to lose any?

    What do you mean by easier and harder to enchant for mithral/cold iron?

  14. - Top - End - #14
    Ettin in the Playground
     
    BlueKnightGuy

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    Default Re: The Dragon Empire: Savage Worlds

    I think the ring's mainly intended as a resource management benefit, with the lessened sleep mainly being a benefit for being able to be on watch longer without sacrificing spells for the day by missing sleep.

    For weapons, smaller ones like the dagger and gauntlets are probably in the same boat as things like potions and caltrops. Thrown weapons too, for practical purposes for thrown weapon-focused characters, as long as they have a practical way to carry them.

    Thinks like the glaive and warhammer might give some encumbrance to lug around together, especially factoring in his shield. The mithral armor is practically weightless in comparison to normal armor, so it won't count as a 'big thing.'

    Masterwork equipment, as well as equipment made of materials such as mithral and adamantium, take particularly well to magical enhancements. Things like cold iron have an inherent sort of reality-anchoring effect that makes them less easy to alter, which is why they're effective against a lot of Chaotic creatures like Fey and Demons. So cold iron gear is harder to enhance with magical effects.

    For PCs this would mean a bonus or penalty to add some sort of enhancement - which you will no longer need like five feats for. Just the ability to cast, appropriate spells for the sort of effect you want, and probably some sort of crafting skill. Same goes for things like Scrolls and Wands.

    For buying stuff, it'd mean increased/decreased prices, due to effort on the part of the caster.

  15. - Top - End - #15
    Ogre in the Playground
     
    PirateCaptain

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    Default Re: The Dragon Empire: Savage Worlds

    If you wanted to tie some actual rules to carry capacity, but still keep it abstract, how about this: a character can carry a number of 'big' items (armor, shields, non-light weapons) equal to half their strength die. So a d6 strength character could carry 3 big items. Items made substantially from extralight materials like mithral or darkwood, or worn as part of the Trademark Armor edge, do not count towards a character's big item limit.

    It's simple, consistent with other SW rules and still carries a tangible benefit for characters that invest in strength. Plus then I wouldn't have to choose between glaive and hammer. What do you think?

  16. - Top - End - #16
    Ettin in the Playground
     
    BlueKnightGuy

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    Default Re: The Dragon Empire: Savage Worlds

    Quote Originally Posted by H. Von Studley View Post
    If you wanted to tie some actual rules to carry capacity, but still keep it abstract, how about this: a character can carry a number of 'big' items (armor, shields, non-light weapons) equal to half their strength die. So a d6 strength character could carry 3 big items. Items made substantially from extralight materials like mithral or darkwood, or worn as part of the Trademark Armor edge, do not count towards a character's big item limit.

    It's simple, consistent with other SW rules and still carries a tangible benefit for characters that invest in strength. Plus then I wouldn't have to choose between glaive and hammer. What do you think?
    I like that idea, sure, great idea. Brawny can give a +2 bonus to 'big item' capacity. I'll add that to the general doc's homebrew section.

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    PirateCaptain

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    Default Re: The Dragon Empire: Savage Worlds

    Nice. I read your new crafting rules - is there a particular skill we should take to craft? Do you have an idea of how long crafting will take?

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    BlueKnightGuy

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    Default Re: The Dragon Empire: Savage Worlds

    When crafting items, you'll get a goal number and your crafting checks will build up towards that number each time you dedicate time to the crafting. This will be low for simple things, and higher the more complicated something gets.

    Things like Know (Smithing) and Know (Alchemy) would be used, but those are just examples. As long as it falls within the general purview it will work.

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    BlueKnightGuy

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    Default Re: The Dragon Empire: Savage Worlds

    Added:
    Olivin inventory, conversion of Whip Mastery feat line
    River inventory, conversion of Marid Style as a feat and Scorpion Style as a Scorpion Strike power.

    I'm not sure if Nostromo is still around, but I'll convert Indra's items as well.

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    BlueKnightGuy

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    Default Re: The Dragon Empire: Savage Worlds

    All gear should now be converted, unless there are some things from the party's shared inventory I missed that aren't noted on any character sheet.

    How are people coming along with character conversions, any help needed?

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    Default Re: The Dragon Empire: Savage Worlds

    I'm just about done now. Just tweaking a few things around the margins before I finalise.

    Would Know (Arcana) be an appropriate skill for enchanting items, like spellcraft is in pathfinder?

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    BlueKnightGuy

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    Default Re: The Dragon Empire: Savage Worlds

    I would consider them to be just about the same skill in this system, yeah, unlike in PF where it's split. There would be minute differences in context - Arcana being academic, Spellcraft being practical or self-trained knowledge. But both can be used to craft magic items.

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    Aeryk's Avatar

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    Default Re: The Dragon Empire: Savage Worlds

    River's checks. Hope we're good with 3d6 method still? Also, I'm cool with you rolling checks for me when I'm not around if it makes things easier
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    Default Re: The Dragon Empire: Savage Worlds

    Got a PM from some random dude complimenting me on my Waking Nightmares OOC opening post, asking if he could use the formatting. Thought that was pretty cool! Anyway, looking to get back into it by next weekend, depending on how much work I have to catch up on in the office.

    Quote Originally Posted by Defiantnight
    I imagine this is a bit out of the blue, so I apologize in advance, but I'm running my first giantitp game soon. I like the format of your opening post for your Waking Nightmare OOC, and will probably model mine roughly on the layout of it. Any chance you'd have any tips on what kind of stuff is expected or needed in the first post?
    I'm not copying your setting or anything to be clear, I just like the layout of the post.
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    BlueKnightGuy

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    Default Re: The Dragon Empire: Savage Worlds

    3d6 was for basic ability checks, like Dex and Int. Skill checks still used d20.

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    PirateCaptain

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    Default Re: The Dragon Empire: Savage Worlds

    Quote Originally Posted by Aeryk View Post
    Got a PM from some random dude complimenting me on my Waking Nightmares OOC opening post, asking if he could use the formatting. Thought that was pretty cool! Anyway, looking to get back into it by next weekend, depending on how much work I have to catch up on in the office.
    Haha that's awesome, good on you. Always nice to hear. I'll have to go back and read it again.

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    BlueKnightGuy

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    Default Re: The Dragon Empire: Savage Worlds

    It's always kind of strange to get a PM from someone you don't know, but I suppose if someone thinks you're doing something so right they need to steal it that's a big compliment.

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    Default Re: The Dragon Empire: Savage Worlds

    Quote Originally Posted by RandomWombat View Post
    3d6 was for basic ability checks, like Dex and Int. Skill checks still used d20.
    Ah, ok, couldn't remember.

    Stealth (1d20+9)[18]
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    Default Re: The Dragon Empire: Savage Worlds

    Hey RW, can you post the rules book for Savage World's again? I can't find it, and I want to start reading up on it.
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    BlueKnightGuy

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    Default Re: The Dragon Empire: Savage Worlds

    Added it to the first post, thanks for the remind.

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