Monday, September 29, 2014

Savage Lance

So, a bit of a wrist-off that I did in early 2014, just defining some ground rules for using Savage Worlds with the Dragonlance Setting. Someone had honestly been posting a message every six months for three years, asking if someone was going to get back to them on some conversions they'd done.

I took an hour and wrote a bit down, covering some of the more unique races and the three Orders of Magic:

Minotaur:
+3 Begin with d8 in Strength; can increase to d12+4 through Edges
+2 Size +1 (Includes a +1 to Toughness)
-1 -2 to Charisma
-2 Major Personality Hindrance; Arrogant, Bloodthirsty, Code of Honor, or Vengeful

Kender
-2 Curious Hindrance
-1 Small (compared to humans)
-1 Pace 5
+2 Brave (no Spirit requirement)
+2 Fortunate (extra benny; may combine with luck and Great Luck)
+1 Free d6 Taunt
+1 Free d6 Stealth

Gully Dwarf
-3 Smarts can never go above d6
-1 Pace 5
-1 Outsider
+1 +4 to resist disease
+1 +4 to resist poison
+1 Low light vision
+2 Free d6 in Vigor
+1 Free d6 Survival

Gnome
-1 Pace 5
-1 Small (size -1)
+2 McGyver Edge
+1 Free d6 Repair
+1 Low Light Vision

Magic in Dragonlance

Spells allowed by order:
White Robes
All except: Greater Healing, Healing, Succor, Zombie, Disguise  

Red Robes
All except: Greater Healing, Healing, Succor, Zombie, Slumber

Black Robes
All except: Greater Healing, Healing, Succor, Disguise, Slumber