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).