I added 8 more monsters to the Bestiary today (Hej-kin, Hunting Cactus, and 6 different golems), and decided to stop there. The Bestiary is already 33 monsters (and creatures) long. Also, if you're eagerly checking, I'm going to take a few days off posting or converting more; I'll do it on Sunday, Monday, and Tuesday next week. Then I have to get to work putting Mutant Rise into a printable state! If you like my Dark Sun, check out my cyberpunk mutant animals when it comes out (and my modern mutant animals, already out).
The Cranky Gamer
An intermittent collection of my thoughts on RPGs, computer games, and books.
Thursday, November 21, 2024
Wednesday, November 20, 2024
Gear in Savage Dark Sun
I've spent a good chunk of today adding to the bestiary, converting monsters out of the 2e Terrors of the Desert, mostly using the stats from 4e's Creature Catalog as a guide. But, since it is more explicitly a work in progress (as opposed to a work that's getting fiddled with as I go along), here's the Gear chapter.
Tuesday, November 19, 2024
Ancestries in Savage Dark Sun
So, while I consider my Savage Dark Sun to be functional, I don't necessarily consider it "finished"... since I *can't* publish it without extraordinary circumstances, it'll get fiddled with until the Age changes.
Most of this is the standard races; I included the aarakocra from the Revised boxed set, but not the pterrans, because I hate them. I also included dray (1st and 2nd generation), but I think I might need to tweak them a bit, and my versions of gith, githyanki, and githzerai.
I am lazy, so I won't do the long descriptions, just the absolute basic mechanics. Point values are (Value of feature)/(Running Total of all Features). I've reprinted the ancestral Edges from the previous post, as well.
Monday, November 18, 2024
Savage Dark Sun
So, a side project I've been working on (and kind of using to work out thoughts about Mutant War) is a Savage Worlds conversion of Dark Sun. Having converted all the monsters in the first boxed set (except the Dragon of Tyr), I consider it playable... you can have all the adventures you could have with that first boxed set, except "I wanna kill The Dragon."
I'll post some over the next few days. For now, enjoy the Basics
Saturday, October 26, 2024
Warlord class [2e]
Updated on 2024-10-29
The warlord is designed to be a non-magical combatant, whose primary
purpose is supporting other characters; giving them extra attacks, and
bonuses to attack and defense. This can be hard to model in 2e, where
such abilities are usually the domain of spells... a cleric can Bless
you, or cast Prayer, or a Wizard can use Haste, but let's see what we
can build.
Warlord
A warlord is a warrior subclass who, while capable combatants
themselves, are highly skilled in the leading of troops into battle. As
Warriors, they have a d10 HD, can use any weapons or armor, and receives
the warrior bonuses for exceptional Strength or Constitution. Beginning
at 7th level, they may make additional attacks per round, as other
warriors. They may use general or warrior magic items, and pay standard
cost for non-weapon proficiencies of the General, Warrior, and Priest
groups. Their XP table is as follows:
Level Experience
2 2000
3 4000
4 8000
5 20000
6 40000
7 80000
8 150000
9 280000
10+ 300000/ additional level
(Suggestion: Just use fighter table)
At 1st level, they may Alter Moods, Read Languages, and know History (including magic items) like a bard.
*Twice per day, they may quickly bind wounds, healing 2hp/level/day
*They may also Inspire their allies within 10 feet; after spending three
rounds exhorting and directing their allies, they receive a +1 to
attack rolls and saving throws, and +2 to Morale. The bonuses continue
so long as the warlord continues to exhort them, and for 1d3 rounds
after. The Warlord can walk while Inspiring their allies, but no other
action.
At 3rd level, a Warlord begins to expand their skills
*At 3rd level, and every level thereafter, the Warlord learns the
language of one human, demi-human, or humanoid creature that they have
joined in battle, either as allies or as enemies.
*Also at 3rd level, when a warlord joins battle (leading from the front,
or in the melee), their allies gain a +1 to attack rolls and suffer no
morale penalties.
*They may train allies in the use of weapons that they, themselves, are
proficient with. They may train a number of student equal to their
level, and training requires 8 hours of practice a day for a month. At
the end of training, the students make an intelligence check; if they
succeed, they receive the weapon as a bonus proficiency, without
spending slots or character points.
At 4th level, a warlord expands their martial skills; they may choose
one tight group of weapons; thereafter, they gain a +1 to hit and damage
with those weapons.
At 5th level, they gain the services of a loyal squire. This squire is a
fighter of one-half the experience of the Warlord, and will remain in
the Warlord's service. Most often, this will be a single-classed fighter
of the warlord's race, but, depending on the campaign, other characters
may be appropriate.
At 6th level, a Warlord can, three times a day, let out a thunderous
battle cry that affects all beings in front of them within 20'. Beings
whose hit dice are less than or equal to theirs must save vs. spells or
be stunned for 1 d4 rounds from the force of the yell.. A victim who
saves is deafened for 1d4 rounds. Beings whose Hit Dice are higher than
the character's are unaffected.
At 7th level, they are able leaders, able to effectively direct up to 100 troops/level.
At 10th level, a warlord becomes a warlord, in truth. Their loyal squire
becomes the captain of a troop of soldiers (as a fighter's), and they
also gain the services of 10d6 0th level warriors. The troop of soldiers
comes prepared, but the warlord will need to find arms and armor for
0th level warriors.
There you have it. A Warlord can do well in small-group setting, being a
capable combatant... not quite as good as a fighter, but good, getting
better at 4th and great at fighting mooks at level 6. They eventually
get a sizable army, and they have some basic ability to heal. Access to
priest group NWPs means they can learn things like Healing, Engineering,
and Literacy.
Saturday, October 12, 2024
Gnome Alchemist [RC]
Again, thanks to Erin Smale's Creating a More Perfect Class https://breeyark.org/building-a-more-perfect-class/
Gnome Alchemist
HD: d4 (100/100)
Saving Throw: Dwarf (400/500)
Attack: Magic-User (100/600)
Armor: Restricted (100/700) (Leather)
Weapons: Restricted (0/700) (Knife, Dagger, Sling, Crossbow, Club)
Spells: Cleric, Magic-User 1/4 (400 + 400/1500)
Skills: Speak Gnome, Dwarf, Kobold, Goblin; Alchemy (General Skill); Science: Chemistry (General Skill) (300/1800)
Racial Abilities: Infravision 90'; Detection Abilities (as dwarves);
Saving Throw Bonus as dwarves against poison and spells (300/2100)
Weapon Mastery: Non-fighter (0/2100)
Level Limit: 8th; Name level (-100/2000)
Gnomish Alchemists have studied the art of alchemy to a degree amazing
to non-gnomes; far beyond simply brewing antidotes, they may use their
arts to create short-lived potions on the spot, by mixing reagents to
form an immediate reaction. When they reach 7th level, they may create
magical potions of longer duration, as any magician might.
Like magic-users, gnome alchemists must maintain a "spellbook"; in their
case, it is quite literally a book of recipes. Their alchemical
concoctions are usually the mix of two or more ingredients; stable
individually, but causing a reaction once mixed. Commonly, these will be
powders placed into a liquid, though they may be two liquids combined,
or a powder set on fire.
Alchemists are not limited by "spells per day"; rather, they are limited
by the depths of their purses. In consumed components, alchemist
concoctions cost one gold piece per level of the spell, and components
for a single concoction weigh 10 cns per spell level. An adventuring
alchemist must carry these with them, though they may gather 1 gold
piece per level worth of ingredients each day with a successful alchemy
skill check. Such gathered ingredients will not survive more than the
day. At 1st level, they may create concoctions that mimic 1st level
spells. At 4th, they may make 2nd level concoctions, 3rd at 6th, and 4th
at 8th.
Available Concoctions
1st: Cure Light Wounds, Detect Magic, Light, Protection from Evil,
Purify Food and Drink, Remove Fear, Resist Cold, Sleep*, Faerie Fire**
2nd: Bless, Hold Person, Resist Fire, Silence 15' Radius, Speak with
Animal, Entangle*, ESP*, Invisibility*, Web*, Heat Metal**, Produce
Fire**
3rd: Continual Light, Cure Blindness, Cure Disease, Growth of Animal,
Remove Curse, Speak with Dead, Striking, Create Air*, Fireball*, Fly*,
Haste*, Protection from Normal Missiles*, Water Breathing*, Protection
from Poison**
4th: Animate Dead, Create Water, Cure Serious Wounds, Dispel Magic,
Neutralize Poison, Speak with Plants, Polymorph Self*, Protection from
Lightning**
Most concoctions are as Cleric spells; those marked with an asterisk (*)
are as equivalent magic-user spells. Those with two asterisk (**) are
as druid spells.
Saturday, October 5, 2024
Duneright [2e]
Duneright
Duneright is an attempt to integrate the domain rules from Birthright into Dark Sun. As Dark Sun does not have Birthright's assumed "divine right", nor Cerillia's "basic ability to sustain life", some changes had to be made. This was hashed out on the message boards of The Piazza, and can't be considered my work alone; Stephen Kissinger helped refine the product, and converted the many different Dark Sun units from Battlesystem to Birthright's War Cards. It should also be noted that this is all thorr-kan's fault; he asked if it had been done, and it got in my head.
TL;DR: Some Key Differences
Assuming you are familiar with Birthright, here are some key differences between the domain rules as laid out in the Birthright Boxed Set, and as implemented in Duneright.
1) No blood score. You are not a divinely ordained scion of a dead god; you are an ex-gladiator trying to survive in a desert. Your Regency doesn't come from your blood, but from your blood, sweat, and tears, and from your time and treasure.
2) "Gold Bars" don't make sense as a currency for Dark Sun. They are instead slightly abstracted into "Trade Units", or TU. All references to GB should be in TU. For the purposes of the Finances action, 1 TU is equal to 2000cp, just as 1 GB is equal to 2000gp.
3) No Temple holdings. Dark Sun priestly magic doesn't work off belief, so being able to muster a lot of people praying doesn't aid one magically. Priests and wizards both make use of Source holdings.
4) Subsistence ratings. In Dark Sun, there's no guarantee that your province will be able to support the number of people you have on the land. Not having total Subsistence ratings equal to your Province level will cost TU or RP.
5) No limit to how many people can control holdings of a certain type in a province. Your level 3 province may have three different level 1 Guild Holdings, and several 0 level Guild Holdings that are contesting those.