Wednesday, March 19, 2025

Quest for Savage Glory: Healers and Paladins

 Healers are a major part of Gloriana, the Quest for Glory world, and Paladins start becoming important in Quest for Glory 2, and playable in Quest for Glory 3. Only Quest for Glory IV doesn't have a Healer... it has Dr. Cranium, the scientist who fills the "give you healing items" role, but it's not the same as Amelia Appleberry, Harik Attar (and Julanar), Salim, and, in QfG5, Salim and Julanar.


And, I'll admit, I also wrote the healer for my younger child, who wants to play, but despises violence (unless it is against unicorns).

Tuesday, March 18, 2025

Quest for Savage Glory: NPCs

 This is a little lighter than I'd like, focusing mostly on NPCs with whom you may come into direct conflict (you SHOULDN'T fight Crusher or Otto, but you might), while leaving out NPCs like the Baron, the Baronet, Schulz, Wolfgang, the Healer, Erasmus and Fenrus, Henry... there's a lot of them not here, who I probably should work up. I mean, I don't even have Bruno... but we don't talk about Bruno (and, to be honest, I usually forget about him during play-throughs)

Ok, I'll post this, then try to add a few..

 If you saw it this morning, I shamed myself into adding a few and altering the layout.


Saturday, March 15, 2025

Quest for Savage Glory: Bestiary

 While my Magic-User spellbook was expansive, my bestiary is focused on those creatures in Spielburg Valley. I did decide that there were three kinds of saurus... green, purple, and rex, and that the represented a single species at different ages. Partially, I wanted green sauruses as sword fodder for beginning adventurers (I started this to run Savage Worlds for my eldest child); but, also, while I like the VGA version, my heart is with the EGA and its razzle dazzle root beer.

 Still to post are the NPCs. I've got a few, but some big ones (like Baba Yaga) are not yet statted.

 

Friday, March 14, 2025

Quest for Savage Glory: Magic-Users

More Quest for Savage Glory!

Part of why I went with Fantasy Companion, over Pathfinder for Savage Worlds, is that the Thief and Fighter classes don't DO much. Thieves have more skills to start; Fighters have a sword and a shield, and the Parry skill. And that's fine, I have no argument with that. But Magic-Users are built by their spells, and so I tried to be expansive in building the spell list; it includes a lot from other games, including what goes wrong if you hit a wizard's staff with a Trigger.

Thursday, March 13, 2025

Quest for Savage Glory: Ancestries

 One of my favorite video games of all time is Quest for Glory I: So You Want to be a Hero. I even played it when it was Hero's Quest, a 5.25" gift from my uncle to my brothers and I. I play it again every year or some; sometimes EGA, sometimes VGA. Occasionally, I fire up the whole series, even the oft-maligned Quest for Glory 5: Dragon Fire (though, these days, I prefer the AGDI version of Quest for Glory II). So, it shouldn't surprise anyone that I worked on a Savage Worlds conversion of series, starting with the first game.

The ancestries below were designed to work with SWADE Fantasy Companion, rather than Savage Pathfinder; there are no specific class edges, and the Mage Arcane Background is a lot more bare-bones than what SWPF goes with. Like with Dark Sun, I'll try to post something every day; I have a healer AB and Paladin Mystic Powers document in the works, but they may not be ready for prime time, yet.

 

Ancestries

All of the ancestries below have two components; the mandatory traits, and the optional ones. The optional traits will be in a second paragraph. Gnomes, for example, are all small, all gain the Quick edge, and all gain a +2 to one particular skill. However, an optional trait of a gnome is a Quirky sense of humor; your gnome isn't required to take a Quirk about their sense of humor, but a lot of gnomes you might meet will have them.

Gnome: Short humanoids known for their humor, gnomes are size -1, so reduce their Pace by 1, and their running die by 1 size. Gnomes think fast on their feet, gaining the Quick edge, but they can also be quite focused, gaining a +2 on all checks with one particular skill.
Many gnomes have a Quirky sense of humor, bordering on the inappropriate, with a fondness for puns and practical jokes. Also common is the use of magic but, despite stereotypes, not all are spellcasters.

Goblin: Short, green, humanoids, goblins live in caves, but are fully comfortably in the light of day. They are Size -1, and possess infravision. They begin with a d6 in Stealth (and a maximum of d12+1), and though they are small, they're tough (+1 to Toughness).
Lots of people see goblins as Bloodthirsty, Mean, Ruthless, or Vengeful. Some will call them Yellow, as they prefer to face foes with overwhelming numbers, but they prefer the term "cautious."

Goon: Goons are like ogres, but a bit smaller and a bit smarter. They are Big and Outsiders. They are Size +1, with an additional +1 Toughness on top of the bonus from Size, Hardy (such that a second Shaken result does not cause a wound), and begin with a d6 Strength and Vigor, with a maximum of d12+1. They are not good speakers, and subtract 1 from Intimidation, Performance, Persuasion, and Taunt when speaking is involved, and are considered quite ugly, taking a -1 to all Persuasion rolls.
While the stereotype of a Goon is Clueless and Clumsy, it is not necessarily the case (for example, Crusher).

Human: Humans are as they usually are in Savage Worlds; the literal everyman, with a free Novice edge of choice.

Katta: Katta have claws which cause Str+d4 damage, and add +2 to Athletics (Climbing) checks, and have Low-Light Vision. They are, however, shorter than humans and quite slight, and so are Small (Size -1).
They are habituated to the heat, and dislike the cold, but do not receive any particular advantages or disadvantages regarding those.

Kobold: Kobolds are a distant relative of dwarves, though neither will admit it. They are smaller than humans (Size -1), and very sensitive to light (-1 to all Trait rolls in Bright illumination), but possess infravision, so are quite comfortable in caves. Additionally, they are immune to poison, and resist magic used against them (+2 to resist, -2 to damage).
Kobolds are known as magic-users, though that's not necessarily the case. They also known as being Mean, but, again, this isn't a necessary trait of all of them. Just a lot of them.

Liontaur: Leonine centauroids, they are size +1, and quite fast (Pace 8, d8 running Die). Their four paws are clawed (Str + d4), but their form is unusual; outside of their home in East Fricana, they will have difficulty finding armor and other worn equipment. They also find climbing difficult; they receive a -2 to climb (canceling out the +2 from their claws), and each inch of distance climbed costs 3" of movement. Their size also obliges them to eat twice as much food as a human would need; while not exclusively carnivorous, they do require rather a large amount of it.
Most Liontaurs live according to the strict Code of Honor from Tarna. Many are Loyal, but many are also a bit chauvinist towards humans and katta (as a Quirk, though Arrogant or Overconfident Liontaurs are far from uncommon).

 

Tuesday, February 11, 2025

Half-Orcs Revisited [Hackmaster]

All happy families are alike; each unhappy family is unhappy in its own way. - Leo Tolstoy, Anna Karenina

I am not overly happy with the current half-orc; they’re deeply cast into a stereotype, with a huge deficit of ability score points that other races do not have, and with every attribute except Dexterity profoundly impacted by their race. The half-orc statistics don’t match up with the half-orc description, and I want to align them more closely with the half-orcs described, rather than the ones statted. Here’s my proposed changes:

New Half-Orc at a Glance

Ability adjustments
+2 Strength
-1 Intelligence
-1 Wisdom
+2 Constitution
-3 Looks

Half-Orc Pros
*low light vision
*One free purchase of the Listening skill
*Size medium for HP (i.e. 10 hp + CON + class roll)
*Gain Tough as Nails as free talent plus additional free talent from following: Fast Healer, Long Distance Running or Pain Tolerant
*Free Hiking/Road Marching Proficiency
*Native Human Language
*Passing: Half-orcs might pass for human; based on their Looks after Step 5 of character creation, they have a 7% chance per point of Looks to pass as human in most circumstances. Subsequent changes to Looks (due to quirks and flaws, effects of criticals, or points spent to increase Looks at level up) do not affect this chance. It is rolled only once. If able to pass for human, they may do so with an Unskilled Disguise check.

Half-Orc Cons
*Half-orcs who cannot or will not pass for human have a terrible reputation. They receive a -8 reaction penalty from dwarves and gnome titans, a -10 reaction from pixie-faeries, and a -4 from almost everyone else (these are the penalties from Racial Preferences, as laid out in the PH and GMG). Only Grel and other half-orcs do not intensely dislike them. “Passing” half-orcs who are discovered must immediately reroll encounter reactions with this penalty.

Preferential talent access
May purchase the following Talents at 50% BP cost
Poison Resistant
Resolute
Tough Hide

Class Costs
Fighter: 20 Assassin: 25 Fighter/Thief: 25
Thief: 25 Barbarian: 35 Cleric: 35
Fighter/Mage: 50 Mage/Thief: 50 Ranger: 50
Mage: 75 Rogue: 75

***

So, what changes, and why?

The Charisma penalty is completely eliminated. Half-orcs are often bold and brash; they’re not wilting and unable to command respect, save from the folks who dislike them for their race. They do not need a hard charisma penalty; that is built in via the Racial Preference adjustments to Reaction checks, and the inherent penalty due to their lower Looks. Half-orcs are no longer paradoxically the worst race at Intimidation. So, remove the Charisma penalty.

My next target? The Wisdom penalty. Half-orcs are not known for their fine sense of empathy, it is true, but Wisdom is “a combination of how practically a person thinks, her good judgment, willpower, strong headedness and how well she can sense the emotions and feelings of others.” Willpower, strong-headedness, and practicality are hallmarks of the standard half-orc. Furthermore, “While they are much stronger than the average human, unlike orcs they have full control over their tempers and violent side.” (PH, p 32). There’s no self-control problem for half-orcs. They should be “selectively vicious”, as page 33 of the PH exhorts their player. Eliminate the Wisdom penalty, or reduce it to -1 and the Intelligence penalty to the same; a bit more brash and less educated than a human in similar circumstances, but not, effectively, subtracting a die from each. With a +2 to Strength, +2 to Con, but a -1 to Intelligence and Wisdom, and a -3 to Looks, they have a net -1 to their attributes, and their impressive bonus Talents are offset by the severe penalties to Reaction Rolls.

Speaking of talents, a shake-up. Instead of free Tough Hide (orcs are noted as having a DR of 0 when unarmored), they instead have Tough as Nails… still very tough, but it manifests as “not as likely to be ToPd” rather than “Takes less damage”. Tough Hide is reduced to a cheap talent, rather than an expensive freebie.

I also added “Passing for Human”. The PH notes that “A few can pass as fully human (those with higher Looks and Charisma, generally) and may not even know of their heritage, while others more resemble orcs than humans.” I tagged this solely to Looks, but their Charisma still plays a role, as it’s an untrained Disguise check (which hinges on Intelligence and Charisma). This roll should also be allowed for sil-karg and half-elves (I included it in my revised sil-karg write up).

Wednesday, January 15, 2025

The Painted Mage [Hackmaster]

 

The Painted Mage is a variation on the traditional mage, perhaps surprisingly developed by the grel, but spread from there by escaped grel prisoners. Their art remains rare, and its origin as a grel corruption of pixie-fairy magic makes it controversial, but its practitioners are enthusiastic about the great potential of being a painted mage.

The Whole-Body Spellbook
Painted Mages can learn and prepare spells much like other mages, though they cannot memorize their highest level of spells... a 1st level painted mage will know 2 Apprentice, 1 Journeyman, and 1 First level spell. However, they cannot memorize that 1st level spell, only cast it without memorization, or through their tattoo. At 2nd level, they would be able to memorize a 1st level spell, but not a 2nd, at 3rd they could not memorize a 3rd level spell, and so on.

What makes Painted Mages unique is the art that gives them their name; they are covered in tattoos. Each tattoo is a spell, and each tattooed spell can be cast as if it were memorized, and without additional spell components. Because of this, Painted Mages will have many, many tattoos, often seeking to cover their body in their spell knowledge. This art is not without its costs, however.

First of all, the spell must be known, then turned into a tattooed representation. This requires Arcane Lore and Magical Transcription, but also Advanced Mastery in Artistry: Drawing. Like deciphering a spell scroll, this task is easier if the mage can take their time with it; it is Very Difficult to do this in one hour, but each doubling of time reduces the difficulty by one level; Difficult at two hours, Average at four, Easy at eight, and Very Easy at 16 hours. At the end of this time, the Painted Mage must make both Artistry and Arcane Lore checks; failure on either means that the creation is flawed  Using a tattoo that failed in this stage increases the SVR of the spell by the degree of failure of the design; add the amount by which the Arcane Lore and Artistry checks failed by, divide by 10, and round up; that is the increase to the SVR of this spell, whenever used. Another Painted Mage can check the designer's work; this takes only ten minutes, and will require an Average check for both Arcane Lore and Artistry: Drawing.

The design must then be tattooed on one's body, a delicate and painful process. The tattooist must have at least Advanced mastery in Artistry: Drawing, and proficiency in tattoo needles. Mastery in Arcane Lore and proficiency in Magical Transcription are helpful, but not necessary; proficiency in Magical Transcription adds +5% to the Artistry check, as does each mastery rank in Arcane Lore. Inscribing the tattoo is an Average Artistry: Drawing check, and requires an hour per level of the spell (minimum one hour), and costs as much as transcribing a spell into a spellbook (on page 147 of the PH; this does not include paying the tattooist), plus the costs of any material components or catalysts.
Acquiring the tattoo only does 1d3p damage, but the Painted Mage experiences pain as if taking a wound equal to that damage, plus 1/10th the spell point cost of the spell; if it exceeds their Threshold of Pain, they will need to make a trauma save. If the Painted Mage fails the trauma save, then the Artistry check becomes Difficult, unless someone is able to restrain the mage (contested Feat of Strength between the mage and whoever is restraining them), or the mage fails the trauma save so badly that they pass out. Weaker Painted Mages will often use magic or drugs to avoid the pain, but this is seen as shameful; doing so reduces their honor by 2 points. Being restrained or fainting during the tattooing reduces honor by 1 point... sure, you didn't tough it out, but at least you TRIED.
Painted Mages may try to tattoo themselves. However, the tattoo must go someplace they can reach (usually the chest or legs), and it becomes a Difficult artistry check. Obviously, if they fail a trauma save, they cannot continue their tattoo, so many more will use magic or drugs to resist the pain. On the other hand, tattooing your own spell is pretty hard core, and doing so grants two honor.
Failure during the tattooing process can be disastrous. A failure on the Artistry roll by less than 10 can be "touched up", an Average artistry test. Failure by more than 10 means that the spell created is flawed. A flawed spell will see its SVR increased by 1 point for every 10 points, or portion thereof, by which the artistry roll failed. Of advantage to the painted mage, however, is that a flawed, but unhealed, spell can easily be erased with magical healing. Once the spell is healed, removing it is a much more difficult process.
Once the spell is tattooed, and the wound heals (the actual wound is only 1d3p, remember, but cannot have magical healing applied), the spell may be used forevermore as if memorized.

***

Sidebar: Tattooing Proficiency (1 CP/3CP)

Tattooing is the art of putting permanent images into people’s skins. For 1 CP, the tattooist is familiar with the use of a knife and rubbed pigments to create the image. For 3 CP, the tattooist is familiar with the use of needles and a hammer, as well. Using needles results in a less damaging tattoo and faster recovery time; a knife-made tattoo is also less capable of detail or varied colors. Knife-made tattoos impose a 20% penalty on the artist’s Drawing skill.

All tattoos inflict a wound upon the recipient; those made with needles inflict 1d3p points, while those made with knives inflict 2d6p points of damage (this assumes a tattoo roughly the size of the grel’s hand; truly large and elaborate pieces may be more). During the healing of this wound, no magical healing can be applied to the wound; if it is, the pigment will be expelled. Tattoo wounds can benefit from First Aid, and tattoo wounds should be monitored to avoid infection.
Tattooists are usually paid 1 cp per hour per level of mastery in Artistry: Drawing.

Prerequisite: Average skill in Artistry: Drawing.

***

Tattooed spells must be touched to be cast. The Painted Mage touches the tattoo as part of the casting process (adding nothing to the casting time, if the tattoo is easily accessible), and performs the verbal and somatic components. If the spell was transcribed and inked correctly, the spell will function as normal, with normal chances of spell mishap based on the current situation (armor, damage, distraction, etc.). The painted mage can amp spells, as any other mage can. If the spell was transcribed incorrectly (failure in both Artistry and Arcane Lore during tattoo design, or failure during the tattooing), then the SVR is increased, and so is the risk and danger of a spell mishap.

The Limits of Tattooed Spells
In addition to the possibility of a failed transcription, the Painted Mage has a very real problem: There's only so much space on the body. A Painted Mage may only have a number of spell levels inscribed on their body equal to their BMI, plus their HP kicker for size. Thus, a human with a BMI of 20 would be able to have 30 levels of spells inscribed on their body; an elf with the same BMI would be limited to 25. Pixie-fairies do not become Painted Mages, as it takes up space that could better be given to their own tattoo magic. Apprentice and Journeymen spells count as 1 level.
Once tattooed and healed, a spell is more or less forever, without drastic action. With Expert First Aid and proficiency in tattoo needles, a difficult check can be made to remove a tattoo through bleaching the skin. This process takes as long as making the magical tattoo itself, and causes as much pain; on the bright side, the small damage from this can be magically healed. With less than Expert First Aid mastery, it can still be attempted, but it involves intentionally removing and scarifying the skin, then, hopefully, repairing the damage with healing magic. This process does 2d6p damage, and also inflicts pain equal to the spell point cost divided by ten, plus the damage of the wound.
Also, because tattoos are on the flesh, damage to the flesh can interfere with tattoo magic. Fresh wounds over a tattoo add an additional 10 SP per point of damage to the cost of that spell, and these additional points are a form of amping up of the spell, which can increase the SVR. The painted mage can get around this, if the damage is severe enough, by casting the spell without memorization, but they will then need the normal components and catalysts.

Minimum Requirements
Painted Mages have a minimum intelligence of 8, and a minimum constitution of 12. While they have no minimum size, they benefit from a high BMI.

Skills, Talents, and Proficiencies
Painted Mages begin with the Magical Transcription and Tattooing (Needle) Proficiencies. They begin with one purchase of Literacy (in their own language), Arcane Lore and Artistry: Drawing for free, but they must make additional purchases of Artistry: Drawing until they possess Advanced Mastery. They do not gain additional mastery in Arcane Lore automatically, but may, on odd levels, make one purchase Arcane Lore for 5 BPs. When they purchase Artistry: Drawing, they gain +2 on mastery rolls, unless their bonus from attributes is better.

Beginning Spells
Like other Mages, Painted Mages begin with two Apprentice, one Journeyman, and one first level spell. Any of these can be inscribed on their body. Painted mages often do maintain a traditional spellbook but, as their spells are written on their flesh, they are less likely to carry it with them.
As with other mages, a Painted Mage who seeks out spell knowledge during their level training will be able to transcribe a new spell equal to their new level. This may be transcribed into their flesh at the usual cost in silver, but the checks are considered to be passed automatically.

Painted Mages use the "Mage Advancement Table" from page 59 of the Player's Handbook.