Showing posts with label dragonlance. Show all posts
Showing posts with label dragonlance. Show all posts

Wednesday, December 11, 2024

The Dragon Tonic

 So, in the late 90s, I was on a Dragonlance listserv. If you were on one, you know that they could just be a firehose of emails, especially if something controversial was going on, and moderator emails would be buried somewhere in the flow. So, if there was a controversial subject, and you were sufficiently hot-headed, you would not see "drop this now" messages from the mods until you'd fired off a response, and, because it was email, you couldn't say "oops" and delete the message.

I don't recall what I was right about, but I ran afoul of this, and, as punishment, I was required to write a short story, about two con-men trying to sell dragon parts as medicine. I decided that it was too much homework for a listserv, and didn't do it. And, so, for about 26 years, I've had this assignment in the back of my head. And, with the 40th anniversary of Dragonlance, I decided to do it. Maybe a bit different than the moderator wanted, but it is, at least, recompense for being right when I'd been told to stop.

The Dragon Tonic

Thursday, January 11, 2024

Savage Lance: The actual, ya know, Dragonlances

Footman's Lance (Lesser)
Str+d8, min d6 Str. 8 pounds, AP 2, Reach 2
Against Dragons: AP +2 (4 total), +d8 damage

Footman's Lance (Greater)
Str+d8, min d6 Str. 8 pounds, AP 2, Reach 2
Against Dragons: AP +4 (6 total), double damage, Removes Hardy and Resilient



Mounted Lance (Lesser)
Str+d8, min d6 Str. 3 pounds, AP 2, Reach 2
Against Dragons: AP +2 (4 total), +d8 damage

Mounted Lance (Greater)
Str+d8, min d6 Str. 3 pounds, AP 2, Reach 2
Against Dragons: AP +4 (6 total), add dragon's Strength to damage, Removes Hardy and Resilient

So, I made these more or less regular lances, with bonuses against dragons. Lesser Dragonlances, made with only the Hammer of Kharas or the Silver Arm, get bonus damage. Greater Dragonlances get more bonus damage, more AP, AND remove Hardy and Resilient from the dragons they strike. Dragonlance has enough dragons that some simply aren't going to be Wild Cards; this is a bit of a bonus when you're fighting the mooks of dragonkind.

Thursday, December 14, 2023

Savage Lance: Knights of Solamnia

Knight of the Crown
Requirements: Spirit d6+, Strength d8+, Vigor d8+, Fighting d8+, Riding d6+, Vow (Major)
Being a member of the Knights of Solamnia begins with being a Knight of the Crown. Squires must study the Measure, the rules by which the knighthood operates, and pledge to the Oath, Est Sularus oth Mithas, which is Solamnic for "My Honor is my Life". As Knights of the Crown, they have a suit of full, heavy armor, a war horse, a lance, a long sword, and a medium shield. Membership in the order provides a free reroll when Networking within the Order or Solamnia, or for Common Knowledge tests to know information about the Order and proper Solamnian etiquette. Those Knights who also have the Aristocrat edge receive both benefits.

(Note: This is basically the Knight edge from FC, with a couple differences; first, Obligation is changed to Vow, though, of course, that Vow frequently also places obligations upon the knight. Secondly, the persuasion and intimidation bonuses of Knighthood is changed to a reroll when Networking and Common Knowledging within/about Solamnia and the knighthood. This was done as a reroll to allow easy stacking with Aristocrat; not all knights will be Aristocrats, but it is often noted that Aristocrats have a much easier time within the knighthood in many respects)

Knight of the Sword

Requirements: Seasoned, Spirit d8+, Knight of the Crown
Knights of the Sword are seasoned Knights of the Crown who have chosen to advance into the more spiritual Order within the Knighthood, the Knights of the Sword. As Knights of the Sword, they have some clerical abilities, granted by the Triumvirate of Paladine, Kiri-Jolith, and Habakkuk. They have the skill Faith at a d4, and 5 power points. They begin knowing the powers Boost Trait, Healing, Protection, Relief, and Smite, and may take further Edges that require Arcane Background (Cleric). However, they may never learn powers above the rank of Seasoned, and new powers must come from those allowed to priests of the Triumvirate.

(A somewhat crippled Cleric AB, trading 5 points of Power for 2 more powers known. I wanted to keep them as very minor clerics, but the restrictions on AD&D knights, where they only got spells weekly, was way too much for SW).

Knight of the Rose

Requirements: Veteran, Command, Knight of the Sword
The Knights of the Rose are the leadership and lawgivers of the Knights of Solamnia; their guiding principles are Wisdom and Justice. While they maintain the clerical powers of the Knights of the Sword, they seldom expand them after becoming Knights of the Rose. However, Knights of the Rose may, as a free action, expend 1 Power Point to gain the benefits of any Leadership edge for five rounds. They must meet the requirements of the chosen edge, and may choose to maintain it as with any other power.

(A bit of a departure; this is somewhere between the Martial Flexibility edge from FC and the Warrior's Gift power from SWADE, but for Leadership edges. This makes them exceptional leaders, with the only edge they don't immediately qualify for being Tactician, which requires Smarts and Battle not otherwise required by the edges).

Friday, December 8, 2023

Savage Lance: Draconians

 Baaz:
Attributes: Agility d6, Smarts d4, Spirit d4, Strength d8, Vigor d6
Skills: Athletics d6, Common Knowledge d4, Fighting d6, Intimidation d6, Notice d6, Performance d6, Persuasion d6, Shooting d4, Stealth d4
Pace: 5; Parry: 7 (2); Toughness: 10 (5)
Hindrances: Mean
Edges: Soldier, Arcane Resistance
Gear: Metal Scale armor (+3), Shield, Hand Weapons (usually Str+d8)
Special Abilities:
*Armor: Baaz's scaly hides are worth 2 points of armor.
*Claws: Baaz can attack with claws for Str+d4 damage.
*Death Throes: When a Baaz Draconian is Incapacitated, they die, turning to stone. If the weapon that kills them inflicts damage with a blade or point (such as a sword, spear, or a pick), then the wielder must make an Agility test or lose the weapon for one minute, until the draconian crumbles to dust, freeing the weapon.
*Disguise: Baaz are trained to go about incognito. When properly equipped, they receive a +2 to disguise themselves as humans (though it is largely impossible without deep hoods, long cloaks, and masks).
*Glide: Baaz have wings, but are not capable of true flight. Their wings make them immune to fall damage, however, if they are able to spread their wings. While falling, they may move up to 4 inches forward for every inch they fall.
*Sprint: Baaz are able to cover short distances quite quickly, falling to all fours and providing additional thrust with their wings. While doing so, they cannot hold their weapons or shield in their hands, but their pace is 10, and their running die is d10.

Kapak
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills: Athletics d6, Common Knowledge d6, Fighting d6, Intimidation d6, Notice d6, Persuasion d6, Shooting d4, Stealth d8
Pace: 5; Parry: 5; Toughness: 8 (3)
Hindrances: Mean
Edges: Assassin, Arcane Resistance
Gear: Leather Armor, Shield, Hand Weapon (frequently Str+d6)
Special Abilities
*Armor: Kapak's scaly hides are worth 2 points of armor.
*Claws: Kapak can attack with claws for Str+d4 damage.
*Death Throes: When a Kapak Draconian is Incapacitated, they die, exploding into a pool of Acid in a small blast template. All within the area take 2d6 damage immediately, and each round they begin in the area. After five rounds, the acid is neutralized.
*Glide: Kapak have wings, but are not capable of true flight. Their wings make them immune to fall damage, however, if they are able to spread their wings. While falling, they may move up to 4 inches forward for every inch they fall.
*Poison: Kapak have venomous saliva, and will lick their weapons during combat (as a free action). The saliva is a strength 0 paralyzing poison (SWADE p. 129). Weapons licked retain their poison for three rounds.
*Sprint: Kapak are able to cover short distances quite quickly, falling to all fours and providing additional thrust with their wings. While doing so, they cannot hold their weapons or shield in their hands, but their pace is 10, and their running die is d10.

Bozak
Attributes: Agility d6, Smarts d6, Spirit d6, Strength d8, Vigor d8
Skills: Athletics d6, Battle d6, Common Knowledge d6, Fighting d8, Intimidation d8, Notice d6, Persuasion d6, Shooting d4, Spellcasting d6, Stealth d4
Pace: 5; Parry: 8 (2); Toughness: 11 (5)
Hindrances: Mean
Edges: Arcane Background (Mage), Command, Arcane Resistance
Powers: Bolt, Entangle, Smite. Power Points: 10
Gear: Chain Armor, Shield, Hand Weapon (frequently Str+d8)
Special Abilities
*Armor: Bozak's scaly hides are worth 2 points of armor.
*Claws: Bozak can attack with claws for Str+d4 damage.
*Death Throes: When a Bozak Draconian is Incapacitated, they die. Their skin turns to dust, and their bones explode in a small blast template. All within the area take 2d6 damage.
*Glide: Bozak have wings, but are not capable of true flight. Their wings make them immune to fall damage, however, if they are able to spread their wings. While falling, they may move up to 4 inches forward for every inch they fall.
*Spells: Bozak are spellcasters, though not accomplished ones. Most will have Bolt (fire or lightning), Entangle, and Smite (lightning), but they may learn others.
*Sprint: Bozak are able to cover short distances quite quickly, falling to all fours and providing additional thrust with their wings. While doing so, they cannot hold their weapons or shield in their hands, but their pace is 10, and their running die is d10.

Sivak
Attributes: Agility d6, Smarts d8, Spirit d6, Strength d8, Vigor d8
Skills: Athletics d6, Battle d6, Common Knowledge d6, Fighting d8, Intimidation d8, Notice d8, Persuasion d8, Shooting d4, Stealth d6
Pace: 5; Parry: 6; Toughness: 14 (6)
Hindrances:
Edges: Arcane Resistance, Sweep
Gear: Plate Armor, Great Sword (Str+d10)
Special Abilities
*Armor: Sivak's scaly hides are worth 2 points of armor.
*Claws and Tail: Sivak can attack with claws for Str+d4 damage, or a tail strike for Str
*Death Throes: When a Sivak Draconian is Incapacitated, they die, turning into an exact replica of whoever killed them, if they are size 2 or smaller
*Flight: Unlike their less-endowed siblings, Sivak can fly at a pace of 12.
*Shapechange: Sivak can change form when they slay a humanoid of their size or smaller. When they do so, they become an exact physical replica of their subject, but have none of their subject's memories or skills. The sivak can change back at any time as a free action, but cannot shapechange again until they slay another humanoid.
*Size: In their natural form, Sivak are 9' tall; size +2.

Aurak
Attributes: Agility d8, Smarts d10, Spirit d10, Strength d8, Vigor d8
Skills: Athletics d6, Common Knowledge d6, Fighting d6, Intimidation d8, Notice d8, Persuasion d6, Shooting d8, Spellcasting d10, Stealth d8
Pace: 8; Parry: 5; Toughness: 10 (3)
Hindrances: Arrogant
Edges: Arcane Background (Mage), Improved Arcane Resistance
Powers: Bolt, Disguise, Puppet, Smite, Shapechange and Teleport are innate powers. They may know many other spells available to a Mage, including Blast, Bolt, deflection, detect/conceal arcana, disguise, dispel, fear, obscure, protection, puppet, shape change, smite, speak language, teleport.
Power Points: 30, for all powers.
Gear: Cloth Armor
Special Abilities
*Armor: Aurak's scaly hides are worth 2 points of armor.
*Claws and teeth: Aurak can attack with claws and teeth for Str+d4 damage.
*Death Throes: When a Aurak Draconian is Incapacitated, they become frenzied and surrounded by flame. Until they take another Wound, they attack, with claw and bite, all targets nearby, and inflict 2d4 damage from the fire on all in their reach. Once that frenzy has been extinguished, they explode first into a medium blast template ball of lightning, doing 2d6 damage to all within range, then a large blast template Havoc the round after.
*Size: +1; 7' tall

Sorcery and Mysticism in Savage Lance

 The Second Cataclysm revealed the existence of two new forms of magic, separate from High Sorcery and the Order of the Stars. Sorcery, also called wild sorcery or primal sorcery, is the raw magic of Krynn. It's cousin, mysticism, draws upon the ambient nature of the divine, and its weilder's belief in themselves. The users of both upon these ambient magics to create any effect they can conceive.

By nature, sorcery functions best on the non-living, and mysticism on the living, though there are ways around this; a mystic could create a club of wood or bone to shatter a stone pillar, and a sorcerer could divine the location of a person by searching for the ring they wear. Trappings used should reflect these biases; any trapping which conflicts with them will cause the spell to have a -1 to the casting roll.

Sorcerers and Mystics do not learn discreet powers. Rather, they may use any power they desire. However, they have very few power points, and regain them quite slowly.

Arcane Background: Wild Sorcerer
ARCANE SKILL: Sorcery (Smarts)
„POWER POINTS: 5

Arcane Background: Mystic
ARCANE SKILL: Mysticism (Spirit)
„POWER POINTS: 5

Mystics and Sorcerers have only 5 power points, and regain them at the rate of only 1 per hour. They may use any power up to their own rank, but they cannot maintain powers. The Power Points edge only grants them two additional power points, and they may not take the Rapid Recharge edge. The Soul Drain edge functions normally for them. They may Short powers, but shorting imposes an additional 1 point penalty; shorting cost by 1 is a -2, shorting by 2 is a -3, shorting by 3 is a -4, usw.

Divine Magic in Savage Dragonlance

 Divine magic on Krynn
After the Cataclysm, divine magic disappeared from Krynn for hundreds of years, then again after the Second Cataclysm. However, for ages before, and hopefully for ages after, the gods have granted magic to select representatives across Krynn. As all the gods have celestial homes, represented by constellations, these priests are known as the Holy Order of the Stars though, unlike their arcane counterparts, they do not function as a single order, rather as something between three and twenty one orders.

Clerical Magic
The magic of the divines is more limited than that of Wizards, though it is powerful in its own right, and different in scope. While Wizards manipulate a wide variety of forces, clerics are limited to the aspects of their deities. Each deity has their own list of powers available, and clerics require some token of their deity (often a holy symbol) to use many of their powers. Without that holy symbol, powers double in power point cost. Powers marked with an asterisk (*) receive a +2 on the Faith roll when used. All three pantheons have six deities with clerics; Solinari, Lunitari, and Nuitari do not have clerics, only the Wizards dedicated to them.

Arcane Background: Cleric
ARCANE SKILL: Faith (Spirit)
„STARTING POWERS: 2, plus one from among the god's favored powers.
POWER POINTS: 10

Clerics must remain devoted to their deity; all have a Vow (Major) to represent their deity and uphold their tenets. However, this vow is not part of the Cleric Arcane background; someone choosing to be a cleric takes it separately, as a Hindrance.

Good Deities:
Branchala, deity of Song and Inspiration: (N) Arcane Protection, Beast Friend, Boost*/Lower Trait, Deflection, Empathy*, Healing, Illusion, Light (not Darkness), Mind Link, Protection, Relief, Sound/Silence, Speak Language*, Stun, Summon Ally (S) Barrier, Disguise, Dispel, Farsight, Object Reading, Telekinesis, Warrior's Gift (V) Banish, Fly
Habbakuk, Nature, Truth, and Persistence: (N): Arcane Protection, Blind, Boost*/Lower Trait, Burrow, Darksight, Deflection, Elemental Manipulation*, Entangle, Environmental Protection*, Healing, Light/Darkness, Protection, Relief, Shape Change*, Stun, Summon Ally (S): Barrier, Dispel, Farsight, Growth/Shrink, Object Reading, Sloth/Speed, Slumber, Warrior's Gift* (V): Banish, Drain Power Points, Fly
Kiri-Jolith, Courage and Justice: (N) Boost*/Lower Trait, Darksight, Deflection, Detect/Conceal Arcana, Empathy, Environmental Protection, Healing, Light (not Darkness), Mind Link*, Mind Reading, Protection, Relief, Smite*, Stun, Summon Ally (S) Barrier, Dispel, Farsight, Growth/Shrink, Object Reading, Sloth/Speed, Warrior's Gift* (V): Banish
Majere, Discipline: (N) Beast Friend, Boost Trait*, Darksight, Deflection, Detect/Conceal Arcana, Empathy, Environmental Protection, Healing, Mind Link*, Mind Reading, Protection, Relief*, Smite, Silence, Speak Language, Stun, Wall Walker (S) Damage Field, Dispel, Farsight, Object Reading, Sloth/Speed, Slumber, Warrior's Gift (V) Banish, Drain Power Points, Mind Wipe
Mishakal, healing and restoration: (N) Boost Trait*, Darksight, Deflection, Detect/Conceal Arcana, Empathy*, Environmental Protection, Healing*, Illusion, Light, Mind Link, Mind Reading, Protection, Relief*, Slumber, Speak Language, Stun (S) Barrier, Disguise, Dispel, Farsight, Object Reading, Slumber (V) Banish, Drain Power Points, Mind Wipe
Paladine, Majesty, Good: (N) Blind, Boost/Lower Trait, Confusion, Darksight, Deflection, Detect/Conceal Aura, Elemental Manipulation, Empathy, Environmental Protection, Fear, Healing, Illusion, Light, Mind Link*, Mind Reading, Protection*, Relief*, Smite*, Sound/Silence, Speak Language, Stun, Summon Ally* (S) Disguise, Dispel, Farsight, Object Reading, Sloth/Speed, Warrior's Gift* (V) Banish, Drain Power Points, Mind Wipe

Neutral Deities
Chislev, Nature and Instinct: (N) Beast Friend*, Blind, Boost/Lower Trait, Burrow, Confusion, Darksight, Deflection, Elemental Manipulation*, Entangle*, Environmental Protection*, Fear, Healing, Light/Darkness, Protection, Relief, Shape Change*, Sound/Silence, Stun, Summon Ally (S) Barrier, Disguise, Farsight, Object Reading, Sloth/Speed, Slumber, Warrior's Gift (V) Banish, Fly*
Gilean, Knowledge: (N) Arcane Protection*, Boost/Lower Trait, Darksight, Deflection, Detect/Conceal Arcana*, Environmental Protection, Healing, Illusion, Light/Darkness*, Mind Link*, Mind Reading*, Protection, Relief, Sound/Silence, Speak Language*, Stun (S) Barrier, Disguise, Dispel*, Farsight*, Object Reading*, Slumber, Telekinesis (V) Banish, Drain Power Points, Mind Wipe
Reorx, Craft and Creation: (N) Arcane Protection*, Boost/Lower Trait, Burrow, Darksight, Deflection, Detect/Conceal Arcana, Elemental Manipulation, Environmental Protection*, Healing, Light/Darkness, Mind Link, Protection*, Relief, Smite, Sound/Silence, Speak Language (S) Barrier*, Disguise, Dispel*, Farsight, Growth/Shrink, Object Reading*, Warrior's Gift (V) Banish, Drain power Points, Mind Wipe
Shinare, Trade and Diplomacy (N) Arcane Protection, Boost/Lower Trait*, Darksight, Deflection, Detect/Conceal Arcana*, Empathy*, Fear, Havoc, Healing, Light/Darkness, Mind Link*, Mind Reading, Protection, Relief, Sound/Silence, Speak Language*, Stun, Summon Ally (S) Barrier, Disguise, Dispel, Farsight, Object Reading*, Sloth/Speed, Slumber, Telekinesis, Warrior's Gift (V) Banish, Drain Power Points
Sirrion, Flame and Transformation (N) Arcane Protection, Blind, Boost/Lower Trait, Confusion, Darksight, Detect/Conceal Arcana, Elemental Manipulation*, Empathy, Environmental Protection*, Fear, Havoc, Healing, Illusion, Light*, Protection, Relief, Shape Change*, Smite, Speak Language, Stun, Summon Ally (S) Barrier, Disguise*, Dispel, Farsight, Growth/Shrink*, Object Reading, Sloth/Speed, Warrior's Gift (V) Banish, Drain Power Points, Fly
Zivilyn, Wisdom (N) Arcane Protection*, Beast Friend, Boost/Lower Trait, Darksight, Deflection, Detect/Conceal Arcana*, Elemental Manipulation, Environmental Protection, Fear, Havoc, Healing, Illusion, Light, Mind Link*, Mind Reading*, Protection, Relief, Sound/Silence, Speak Language*, Stun (S) Barrier, Disguise, Dispel*, Farsight*, Invisibility, Object Reading*, Slumber, Telekinesis (V) Banish, Drain Power Points, Puppet

Evil Deities
Chemosh, Death and the Undead (N) Arcane Protection, Blind*, Lower Trait*, Burrow, Confusion, Darksight, Deflection, Detect/Conceal Arcana, Entangle, Fear*, Havoc, Darkness, Protection, Silence, Stun, Summon Ally (S) Barrier, Dispel, Farsight, Object Reading, Sloth (V) Banish, Drain Power Points, Puppet, Zombie*
Hiddukel, Explotation and Unfair deals (N) Blind*, Lower Trait*, Confusion*, Darksight, Deflection, Conceal Arcana, Fear, Havoc, Healing, Illusion, Darkness, Mind Reading*, Protection, Speak Language, Stun, Summon Ally (S) Barrier, Disguise*, Dispel, Farsight, Growth/Shrink, Object Reading, Slumber (V) Banish, Drain Power Points, Puppet*, Zombie
Morgion, Rot and Decay (N) Blind*, Lower Trait*, Confusion, Darksight, Deflection, Conceal Arcana, Fear, Havoc*, Darkness, Protection, Silence, Stun (S) Damage Field, Disguise, Dispel, Invisibility, Object Reading, Sloth* (V) Banish, Drain Power Points, Mind Wipe, Zombie
Sargonnas, Wrath (N) Arcane Protection, Boost/Lower Trait*, Darksight, Deflection, Entangle, Environmental Protection*, Fear*, Havoc*, Healing, Darkness, Protection, Relief, Smite*, Stun*, Summon Ally (S) Damage Field, Dispel, Farsight, Growth/Shrink, Object Reading, Sloth/Speed, Warrior's Gift* (V) Banish, Drain Power Points*, Puppet
Takhisis, Control and Domination (N) Arcane Protection, Blind, Boost/Lower Trait, Confusion, Darksight, Deflection, Detect/Conceal Arcana*, Elemental Manipulation, Entangle, Environmental Protection, Fear*, Havoc, Healing, Illusion, Darkness*, Mind Link, Mind Reading*, Protection, Relief, Smite*, Sound/Silence, Speak Language, Stun, Summon Ally (S) Barrier, Damage Field, Disguise, Dispel*, Farsight, Invisibility, Object Reading, Sloth, Telekinesis, Warrior's Gift (V) Banish, Drain Power Points*, Mind Wipe, Puppet*, Zombie*.
Zeboim, Strife and the Sea (N) Beast Friend, Blind, Boost/Lower Trait*, Confusion*, Darksight, Deflection, Detect/Conceal Arcana, Elemental Manipulation*, Entangle, Environmental Protection*, Fear, Havoc*, Healing, Illusion, Light/Darkness, Protection, Relief, Smite*, Sound, Stun (S) Barrier, Damage Field, Dispel, Farsight, Growth/Shrink, Objection Reading, Sloth/Speed, Warrior's Gift (V) Banish, Drain Power Points, Fly*

If using the Fantasy Companion, Clerics use the Cleric edge from the fantasy companion. The domain of each deity is the listed powers above, and powers from other sources as might be appropriate. In addition, the following Arcane Backgrounds can be used for certain deities:
Alchemist: Shinarae
Bard: Branchala
Druid: Habbakuk, Chislev, Zeboim
Elementalist (Fire): Sirrion
Necromancer: Chemosh
Tinkerer: Reorx

When used in place of a Cleric Edge, the linked attribute for their Arcane Skill becomes Spirit

Arcane Magic in Savage Dragonlance

 Arcane Magic in Krynn
Most arcane magic on the continent of Ansalon is regulated by the Orders of High Sorcery, headquartered at the Tower of High Sorcery in Wayreth since the Lost Battles and the destruction (or cursing) of the other towers. The Conclave of Wizards is made up of the heads of the three orders, and each order is dedicated to one of the three gods of magic, and to the philosophy of magic they espouse.

The Orders of High Sorcery rigorously control the practice of arcane magic on Ansalon. In order to cast spells that exceed the Novice level, a mage must pass the Test of High Sorcery, administered by the Conclave. Without passing that test (or being en route to doing so), use of the more advanced magic is deemed illegal by the laws of the Order, and such "renegades" are hunted down. Within the Orders, there are three primary rules:

All wizards were brothers and sisters in their order and all orders were brothers and sisters in magic
The Towers belonged to all mages of all orders and no magic was to be used in anger against another member in the Towers
Outside the Towers, fate often made enemies of mages of the Orders, but this was considered a natural part of the world


There are additional laws within the Order, such as a prohibition on counterfeiting currency, but those are mostly written with the purpose of avoiding conflict with civil authorities. Mages had few other restrictions, though they are discouraged from practicing magics heavily associated with the other Orders.

Gods and Moons
Each of the three gods of magic are associated with one of the three moons of Krynn. Solinari is the God of the White Robed Wizards; his followers use magic for knowledge, wisdom, and protection. Lunitari is the Goddess of the Red Robed Wizards; her followers are fond of illusions, but also seek knowledge of knowledge's sake. Nuitari is the God of the Black Robed Wizards; his followers seek power.

High Sorcery does not enable one to cast all spells, and learn all powers; the powers allowed to Wizards of High Sorcery are listed below. While the gods have favored magics, their main concern is with the philosophy followed by their Wizards. A White Robe who consistently pursues power for power's sake, or undertakes potentially dangerous research just to know is going to find that she is no longer welcome in Solinari's Order, and will be forced to leave her own (though she may join another). Solinari particularly objects to the spells Zombie and Puppet; the others have no such restrictions.

The association with the moons has a profound impact on the practice of magic. Wizards of High Sorcery find their magic influenced by their patron satellite, and their power waxes and wanes with the moon's cycle. Each of the moons has 4 main phases, in a magical sense; High Sanction, when the moon's magic is highest, followed by Waning, as the magic decreases down to Low Sanction, and followed by Waxing, as the magic rises.
When the moon is waxing, all that god's followers receive a +1 on their arcane skill rolls. When the moon is at High Sanction, this is increased to +1 to the arcane skill rolls, and 1 bonus power point per hour, both in recovery and in maximum; a wizard who normally has 10 point points, and recovers 5 power points per hour of rest, will instead have a maximum of 11 power points, recovering 6 per hour of rest, and 1 per hour, even without rest. The waning moon sees the wizard's magic at "normal" levels; no bonus, no penalty. When magic is at Low Sanction, then those wizards suffer a 1 point penalty to all skill rolls, and recover only 3 power points per hour of rest, instead of the normal 5.

When the moons are in alignment, and in High Sanction, all followers of those gods gain the advantages allotted to each of the members; an alignment of two provides those wizards with +2 to their arcane skill rolls, and 2 bonus power points per hour. An alignment of all three moons, known as the Night of the Eye, affords all wizards a +3 on all skill rolls, and 3 bonus power points per hour.

Solinari, the white moon is furthest from Krynn, and has a 36 day cycle. His quarters are nine days long. Lunitari is the middle moon, with a 28 day cycle and 7 day quarters. Nuitari, the black moon, is visible only to those who worship him (and those who see his blackness cross the stars, or other moons). Nuitari circles the world in only 8 days; he will go through an entire lunar cycle in the time that it takes Solinari to complete a quarter.

Dabblers and Renegades
Many people on Krynn dabble in magic, especially among the elves and Irda. Though they do not commit to magic full-time, they nonetheless have some small magical skill and know a few powers; these may be a diverse as a hedge witch or an elven prince. So long as they confine their magics to lesser things, to Novice powers, they do not fall under the control of the Orders, though they may still be monitored for compliance. Should they begin to use more advanced magics, the Orders will step in, demanding they either take the Test, or be declared renegade.

Renegades have chosen not to join the Orders, or have been kicked out and not accepted to another. They are both Wanted (Major) and Outsiders (Major), without gaining any benefit from these hindrances. According to the laws of the Order, they may be killed at will, and have no rights, but White Robes and Red Robes will frequently try to enlist them into the Order. Some who are technically renegades may escape persecution; if their use of greater magics is minor and unnoticed, if they have powerful enough friends outside the Orders, or if, like Raistlin Majere, they are personally powerful enough that none dare challenge them. But most renegades lack these advantages, and so must be very careful if Wizards are around.
---
Arcane Background: Mage
ARCANE SKILL: Spellcasting (Smarts)
„STARTING POWERS: 3
„POWER POINTS: 10

A Mage has learned the magic of the Gods of Magic. Without passing the Test, they may freely use Novice powers. If they wish to use Seasoned or Veteran powers, they must either pass the Test of High Sorcery or be declared a renegade.

Wizard of High Sorcery (Edge)
Requirements: Arcane Background (Mage), pass the Test of High Sorcery
To be a Wizard of High Sorcery, one must have passed a Test overseen by the Orders of Magic; this test must be passed before or as soon as possible after passing into Seasoned. To be a Wizard, one must swear a Vow (as the minor hindrance) to the Order, and suffers a degree of the Outsider Hindrance (-2 to Persuasion rolls, as the minor hindrance).
Being a member does have its advantages, however. As all Wizards are brothers and sisters in magic, they receive a +2 bonus to Persuasion and Intimidation to Network with other Wizards, and a +2 bonus to Common Knowledge rolls pertaining to the society of wizards; it doesn't make them a better spellcaster, but they will know (or, at least, know of) famous wizards and spells. This can also provide a chance to intervene with other wizards, even when they are opposed, but that is entirely up to the other wizard when not at a Tower.
A Wizard has access to such Towers of High Sorcery as are open, and to other businesses associated with the Orders as may exist (such as the mageware shop of Palanthas). This also allows them to easily acquire variations on known powers with different trappings; if you know the Magic Missile power (Bolt with a Force trapping), you can easily learn Acid Arrow (bolt, but with an acid trapping). If they have access, they may acquire one such variation for free with each advance.

Spells of High Sorcery:
Novice (available to all, including those who do not take the test):
Arcane Protection, Beast Friend, Blind, Boost/Lower Trait, Burrow, Burst, Confusion, Darksight, Deflection, Detect/Conceal Aura, Elemental Manipulation, Empathy, Entangle, Environmental Protection, Fear, Havoc, Illusion, Light/Darkness, Mind Link, Mind Reading, Protection, Shape Change, Sound/Silence, Speak Language, Stun, Summon Ally, Wall Walker
Seasoned (only to Wizards of High Sorcery and Renegades)
Barrier, Blast, Damage Field, Disguise, Dispel, Farsight, Growth/Shrink, Invisibility, Object Reading, Sloth/Speed, Slumber, Telekinesis, Teleport
Veteran (only to Wizards of High Sorcery and Renegades)
Bansh, Drain Power Points, Fly, Mind Wipe, Puppet, Zombie

If using the Fantasy Companion, Wizards of High Sorcery can, instead of the Mage edge above, make use of the Elementalist, Illusionist, Necromancer, Summoner, or Wizard edges.

Savage Lance 2: Lance Harder [Savage Worlds]

 So, like the last time I did this, it was in response to a question on a message board. Since this is the second time I've done this, let's look at Savage Lance 2: Lance Harder.

This first post is just a quick run through the standard races of Ansalon, noting how (and if) they're different than the standards set out by the Fantasy Companion.


*Humans: No Change

*Dwarves, Hill and Mountain: Remove Low Light Vision, replace with Infravision

*Gully Dwarves: New species.
Size -1 (-1)
Reduced Core Skills -2 (-3): Persuasion, Common Knowledge
Outsider -1 (-4)
Attribute penalty: Smarts -2 (-6)
Reduced Pace -1 (-7)
Attribute Increase: Vigor, Spirit 4 (-3)
Infravision: 1 (-2)
Environmental Resistance: Poison and Disease 1 (-1)
Tough 3 (+2)

*Kender: Variant Half-folk
Add Curious (Major) Hindrance
Add Scavenger Edge

*Elf, Silvanesti
Remove All Thumbs (Minor)
Add Arrogant

*Elf, Qualinesti
Remove All Thumbs
Add Cautious, Quirk (racial chauvinist)


*Elf, Kagonesti
Add Woodsman
Add Illiterate
Add Outsider (Minor)


*Elf, Dargonesti, Dimmernesti: Variant Aquarians
Remove Tough
Add Quirk (racial chauvinist)
Add Gifted: Shapechange (otter or dolphin)

*Irda: Variant Shapeshifters
Remove Charismatic
Duration of Disguise power increased to one hour.

*Minotaurs: Variant Minotaurs
Add Code of Honor Hindrance
Add d4 Fighting, Boating

*Gnomes: Variant Gnomes
Add Driven (Major)
Add Outsider (Minor)
Remove Keen Senses
Add d4 Repair, d4 Science
Add +2 Repair

Saturday, September 25, 2021

AD&D Style Draconians for 5e

Dragonborn (Draconian)

Ability Scores: All Draconians begin with +1 to Constitution. Other ability score modifiers are determined by their subrace.

Age. Young draconians grow quickly. They walk hours after hatching, attain the size and development of a 10-year-old human child by the age of 3, and reach adulthood by 15. They live to be around 80.

Alignment. Draconians are the possession of a good dragonling's body by an evil spirit. As such, most tend towards evil but, with experience, they may become neutral, or even good. Their ethical alignment tends to mirror that of their draconic ancestor, but does not need to.

Size. Draconians vary in size according to subrace. Baaz are roughly human size, but stocky. Kapaks are human sized but slender. Bozak, Auraks, and Sivaks are all slightly taller than humans, standing well over 6 feet tall and averaging almost 250 pounds. Your size is Medium.

Natural Armor: Unarmored Draconians have an unarmored AC of 13 + Dexterity modifier. If they wear armor additional armor, they may choose the better of the two Armor Class, and add +1 to it for the additional armor. Whether they add dexterity, and how much, is determined by the artificial armor. They maintain their AC regardless of form.

Draconic Ancestry: You have the ancestry of one of the metallic dragons, which determines which subrace you belong to.

Baaz (Brass Dragon)
Ability Scores: Baaz Draconians are bred as soldiers, and as such have +1 to Strength and Dexterity.
Common Troops: During the War of the Lance, Baaz Draconians were all proficient in the disguise kit, as they often had to pass unnoticed in hostile lands. After the War, Baaz will be proficient in one type of tool.
Trained to War: All Baaz draconians, regardless of class, are proficient in light and medium armor, as well as with scimitar, Halberd, Heavy Crossbow, and Net.
Death Throes: Baaz Draconians turn to stone upon failing their third death save, then crumble to chunks of stone after 10 minutes. They may be brought back to life, but first must have Stone to Flesh cast upon them.

Kapak (Copper Dragon)
Ability Scores: Kapaks are bred as assassins, and as such have +2 to Dexterity
Poisonous: Kapak are skilled in the use of poison of all sorts. They are proficient with a poisoner's kit, have advantage on all saving throws against poisons, and possess poisonous saliva, which they may smear upon their weapons as a bonus action. This poison has a DC of 8 + Proficiency Bonus + Con modifier. The poison produced will inflict 3d6 poison damage on a failed save, and half of that on a successful one. The damage increases to 4d6 at 6th level, 5d6 at 11th, and 6d6 at 16th. Once you use your poison, it cannot be used again until you have completed a short or long rest. Poison may be harvested by a kapak with a successful proficiency check with their poisoner's kit. Such harvested poison inflicts 1d6 less damage, and requires your move, instead of a bonus action.
Death Throes: Kapak draconians, upon failing their third death saving throw, explode in a 10' radius pool of acid. This does acid damage to all within the area of effect equal to the kapak's poison. Kapak draconians can be raised, but must first have Neutralize Poison cast upon them.

Bozak (Bronze Dragon)
Ability Scores: Leaders within the Draconians, Bozak have +1 to Intelligence and +1 to Charisma
Spellcasters: Bozak Draconians know a single cantrip from the Bard, Sorcerer, or Wizard list. They receive an additional cantrip at levels 6, 11, and 16. Regardless of the list, Intelligence is their casting stat for these spells.
Trained to War: All Bozak draconians, regardless of class, are proficient in light and medium armor, as well as with Shields, Long Swords, War Hammers, and Battle Axe
Death Throes: Bozak Draconians turn into a bolt of lighting upon failing their third death saving throw, and inflict 1d6 damage per character level in a line 60' long, directed towards their killer, or in a random direction if the killer is not within 60'. Bozak Draconians cannot be raised from the dead.

Sivak (Silver Dragon)
Ability Scores: Sivak Draconians receive a +1 to Dexterity and a +1 to Charisma.
Flight. You have a flying speed of 30 feet. To use this speed, you can't be wearing medium or heavy armor.
Shapeshifters: As an action, you can change your appearance and your voice. You determine the specifics of the changes, including your coloration, hair length, and sex. You can also adjust your height and weight, but not so much that your size changes. You can make yourself appear as a member of another race, though none of your game statistics change. You can't duplicate the appearance of a creature you've never seen, and you must adopt a form that has the same basic arrangement of limbs that you have. Your clothing and equipment aren't changed by this trait.
You stay in the new form until you use an action to revert to your true form or until you die.
Death Throes: Sivaks who fail their third death saving throw mimic the shape of whoever killed them, or maintain their current shape if they were killed by misadventure (q.v falling from a high place). They may be raised from the dead if they can be identified, but return to their natural shape upon returning to life (which can be a problem if they were raised by their enemies, believing them to be the person they mimicked upon death)

Aurak (Gold Dragon)
Ability Scores: Aurak receive a +2 to Charisma.
Dimension Door: As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. Once you use this trait, you can't do so again until you finish a short or long rest.
Spellcasters: Auraks know two cantrips from the Bard, Sorcerer, Warlock, or Wizard list. Regardless of the list, Charisma is their casting stat for these cantrips.
Death Throes: Aurak Draconians turn into a ball of fire upon failing their third death saving throw, and inflict 1d6 damage per character level in a 15' radius. Aurak Draconians cannot be raised from the dead.

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