Friday, December 20, 2019

Status of Current Hackmaster Projects [Hackmaster]

Here's the status of my current Hackmaster projects, most of them done in the past year or so:
The Shadesh West (submitted to Kenzer) 
*North of P'Bapar, West of Dobyo: 15467 words 
*Sanakir Hills: 4962 words 
*The Valley Lands: 5541 words 
*Mount Keypar-Urtha: 5766 words 
*The Brindonwood: 5462 words 
*Shashyf Hills: 4935 words 
*Hungry Undead conversion: 7543 words 
*Moose: 627 words 
*Elk/caribou: 513 words 
*Deer: 436 Words 
*Sharjani: 3881 words 
*Al-miraj: 527 Words 
*Sorcerer: 2493 words 
*Shaman: 10566 words 
*Witch Doctor: 1074 words 

The Goblin Heights (completed, not yet submitted) 
*Krond Heights, Goblin Deeps: 8641 words 
*The Krond Heights: 8677 words 
*The Goblin Deeps: 7515 words 
*Alpaca: 336 words 
*Avledor: 522 words 
*Dwarf, Ragged: 1656 Words 
*Elder Troll: 962 words 
*Llama: 319 words 
*Tunnel Hag: 1039 words 

Blood and Sunshine: Grel and Pixie-Fairies (completed, not yet submitted) 
*Friend and Foe: Pixie-Fairy and Grunge Elf: 405 words 
*Sarlangans: 9576 words 
*Paelifa: 8530 words 
*Grunge Fairy: 961 words 
*Woodland Knight: 1189 words 
*Outdoorsman: 1503 words 
*Fairy, Common: 833 words 
*Bumblebee, Gigantic: 485 words 
*Giant Butterfly: 451 words 

The High Cantons (work in progress): 
*The High Cantons: 3556 words 
*Gnome Titans: 4899 words 
*Disciples of Klarbappo: 981 words 
*Stone Giants: 923 words 
*Grevans as PCs: 438 words 
*Marshall: 1203 words 

Odd Jill and the Snake Pit Slavers (permission to publish, needs editing and formatting) 
*Fiction: 13235 words


In case you're wondering (I certainly was), the full Mysteries of Magic manuscript (of which only about 1/3 was published, is 160,908 words, while the above is 148,628 words.

Saturday, December 14, 2019

Savage Star Wars

Some basics for a Savage Star Wars game I ran, where everyone was a Padawan immediately after Order 66 (literally, the first check they rolled was to hear "Execute Order 66" over their clone trooper's radios).

A lot of Star Wars works just fine with Savage Worlds; the main things I saw as necessary are Force Rules that represent the Dark Side (here, they are bonus bennies that can only be used for Dark Side actions, but using too many loses you to the dark side), and some races. Otherwise, give everyone a laser sword and let the dice roll!


Arcane Background: Jedi

Arcane Skill: Force
Beginning Powers: 3
Power Points: No Power Points Rule
The Force skill can also be used to perform minor Telekinesis; it has a strength of d4, and a duration of only 1, but otherwise functions like the Telekinesis power.



The Lure of the Dark Side
In addition to the regular Bennies (called “Force Points”) available to all characters, each character in Savage Star Wars has 3 Dark Side Points. Dark Side points may be spent like bennies, but only to reroll an offensive roll (Fighting, Shooting, Taunt, Intimidation, Pilot, etc.), or to reroll the damage of an attack, and for those with the Arcane Background: Jedi, they may be spent to allow the use of any Force Power for the rest of the session, or to reroll a failed Force skill roll.
However, the Dark Side is seductive. If a character spends all of their Dark Side Points in a single session, they receive Dark Sider as a Minor Hindrance. In subsequent sessions, they will have 1 fewer Dark Side Point. If they run out of those in a single session, their Dark Sider Hindrance is upgraded to a Major Hindrance, and they begin each session with only 1 Dark Side Point. Using their Dark Side Point with the major Dark Sider Hindrance results in the Hindrance, Lost to the Dark Side, a Major Hindrance. These Hindrances may be bought off with Advances as normal; Lost to the Dark Side requires two advances, and Dark Sider may then be reduced from a Major to a Minor Hindrance, then removed entirely.

New Hindrances
Dark Sider (Minor or Major)
Those with the Dark Sider hindrance have begun to succumb to the lure of the Dark Side. As a minor Hindrance, they receive only 2 Dark Side Points each session; as a major Hindrance, they receive only one. Should all their Dark Side Points be spent in a single session, those with the minor Hindrance upgrade to the Major; those with the Major become Lost of the Dark Side.

Lost to the Dark Side (Major)
Prerequisite: Dark Sider Major Hindrance
Those Lost to the Dark Side have perverted the Force for selfish ends. As such, they no longer receive Force Points like regular characters; instead, they begin each session with a single Dark Side Point. They are able to earn Force Points normally during play, but any Force Points earned for acting on negative personality Hindrances (Arrogant, Bloodthirsty, Greedy, Jealous, Mean, Overconfident, Ruthless, Vengeful; others, decided by GM) will instead be earned as Dark Side Points.

Species
Wookiee
Pros: Strength starts at d6 (2), Claws (Str+d4 Damage) (1), Environmental Resistance: Cold (1), Size +1 (1)
Cons: Big -2, Cannot Speak -1, Minor Hindrance (Outsider, -1)

Twi’lek
Pros: Environmental Resistance: Heat (1), Persuasion starts at d6 (1)

Human
Pros: One additional Novice edge of choice

Togruta (Ahsoka Tano’s species)
Pros: Bite (Strength +d4 Damage) (1), Danger Sense Edge (due to montrals) (2)
Cons: Loyal Hindrance (1)

Gungan (Otolla) (Jar-Jar Binks)
Pros: Aquatic (2), +2 on Athletics (2)
Cons: Frail (1), Environmental Weakness: Heat (1)

Gungan (Ankura) (Boss Nass)
Pros: Aquatic (2)

Jawa
Pros: Low Light Vision (1), Repair d6 (2), +2 Repair (2), Immune to Disease (1)
Cons: Small (1), Can’t Speak (2), Outsider (Minor) (1)

Trandoshan
Pros: Regeneration (3)
Cons: Racial Enemy: Wookiee

Devaronnian
Pros: Immune to Poison, +1 Toughness

Thursday, November 21, 2019

Coventicle of Black Blood

A NE/CE order; semi-religious.

The Conventicle of Black Blood is an organization that potrays itself as being a "hunting club", and many are organized among the upper classes (and ambitious folk of the middle class) as such. Those who are able to hunt or fish as a pleasure, not a necessity. It seldom goes openly by the name, but will instead mock names associated with The Great Huntress; The Sacred Order of the Sable Arrow, in Brandobia, is one such group, it symbol a black arrow, with a black drop of blood dripping from the tip, painted simply on a sign of wood or a background of green. Massive hunts, where every member is encouraged to bring back some game of some sort, will sweep through the land on nights as the Veshemo is new or Diadolai wanes. Prizes are awarded for the largest trophies, and scorn is heaped upon any who do not return with at least a rabbit or al-miraj. Midwinter hunts to roust bears and boars from their slumber, and events where children are given a sling and pigeons are released for their sport are all popular, and kill far more than can be eaten.

While the open orders recruit, an inner circle works more sinisterly.

The Coventicle of Black Blood engages in rites which profane the hunt, and seek to cause pain, famine, and pestilence. They do hunt, of course, but they seek to overhunt an area, so there will be a dearth of food animals to eat. The inner circle leaves corpses to rot and cause disease, or leaves animals wounded to draw predators. To this end, they are popular among the priests of the Locust Lord, the Flaymaster, and the Rotlord, with different groups within the Coventicle organized towards one or the other, and providing at least lip service to the rest.

The members are varied, though it is popular with assassins, fighter/thieves, and fallen rangers (indeed, remaining one of the few sources of training for rangers who fall away from good). Some Patient Arrows, drawn by the open orders, will join Coventicle-associated hunt clubs, but find their message strangely rebuffed by the most influential members. The open orders count among their number many noblemen and knights; men for whom hunt is a sport, not a way of life, and who care little how the meat is used, so long as the trophy comes home with them. This provides them a fair degree of political protection, though respectable huntsmen, frequently associated with (at least loosely) the Patient Arrows, tend to have little truck with them.

Tuesday, November 19, 2019

Divine Charges

Found this other entry into the old Dragonsfoot forum challenges.

Divine Charges (Divination)

Wizard level 2, Cleric level 3
Sphere: Divination
Range: Touch
Duration: Instant
Area of Effect: One Object
Components: V, S, M
Casting Time: 2 hours
Saving Throw: None

By carefully calibrating a scale and adjusting the counter-weights, the caster learns approximately how many charges are in the item. Upon completing the casting time, the DM rolls 1d8-4 if between the levels of 3 and 6, 1d6-3 if between 7 and 11, and 1d4-2 if level 12 or higher. The DM adds the result to the actual number of charges the item, and reports the final total. Each spellcaster can only cast this once per item per year; if attempted more frequently on the same item, there is a 7% cumulative chance that 3d10 charges will be lost, and the material components destroyed. This spell reveals nothing about the function(s) of the item. There is a (30%-level of the caster) chance that any curses on the item will come to affect the caster, as well.
The material components of this spell are a scale and fine golden weights. Each weight costs 20 gp, and insufficiently varied weights reduce the accuracy of the spell; usually, it will be five 1 charge weights, three 5 charge weights, two 10 charge weights, and three 20 charge weights, for a total of 160gp in weights. The scale itself must be made of silver, and costs 100gp for a scale suitable for only wands, 300gp for a scale suitable for rods or wands, and 500gp for a scale suitable for staves and other magical items. These material components are not typically destroyed with casting.

Saturday, November 9, 2019

Powers as Tech Devices

So, I worked up the basic outline of using Savage Worlds: Adventure Edition for Mass Effect but, while I was working on it, I realized that a LOT of powers might exist as Tech devices, and that I don't have much in the way of clear guidelines as to what would work that way, or how much it would cost.

While these devices all list a cost, that alone is not sufficient to power the device; they also need supplies of Power Points, and most will have a built-in charger to regain power points.  Smaller power supplies run about 20 credits per power point, and standard rechargers cost 50, and recharge at a rate of 1 point per minute. Rapid chargers, which recharge at 3 points every 2 minutes, cost an additional 100 credits. Such power supplies weigh about 1 pound per 10 power points, with rapid chargers only adding a negligible amount to the weight. Cybernetic power supplies (ones designed to be integrated into a body) are about 50 credits per power point, but add nothing to encumbrance. Cybernetic power supplies are frequently regulated. Power point pools do not recharge while devices are in use; some devices will have several pools built in, both for redundancy and for endurance.

In addition, expert systems can be acquired, letting powers be activated more easily. +1 on the Tech roll will require an additional 100 credits; +2 will require 200 credits. Higher-end, fool-proof systems (i.e. adding a +3 or more), require a fair bit more space and processing, and add 200 credits per plus to the cost (so a +3 on the activation roll is 600 credits), and an additional pound per plus. Conversely, some systems are finicky, and can be "shorted", as described on page 151. Such devices inflict a penalty on the activation roll, but can reduce the power point cost of any power modifiers (not the base power, itself). These can be paired with an expert system; a Damage Field power might be shorted 1 or 2 points to allow for a cheaper increase in damage, but with expert systems reducing some of the penalty. Failures with these devices are always critical failures!

Many powers have a range based on Smarts; for devices, consider that a d6. Devices that only function at touch range receive a +1 to their activation roll. Many powers have set durations; devices can be set to deduct power to maintain them without action, though with the attendant 1 Power Point per additional duration.

Saturday, October 19, 2019

Savage Worlds: Mass Effect Deluxe Edition

Like my recent revision of my Savage Worlds: The Elder Scrolls to Adventure Edition, I am intending to do the same with my Mass Effect conversion. Since I don't want to get rid of all my work (and it's nice to have an archive copy), here's the Deluxe edition work


This is an updated set of rules for Savage Worlds: Mass Effect, based on feedback I've received and, hopefully, actual playtest changes that need to be made. It was written with the Savage Worlds Deluxe Edition and a lot of help from the Mass Effect Wiki. I'm open to comments and suggestions on how to update the rules and make them better fit Mass Effect and Savage Worlds.


Races:
Human: Humans start with the Lucky edge and one other of choice, but also have the Flaw: Outsider. While a growing power in the galaxy, the human rise to power has created a number of enemies.

Salarian: Salarians slight build results in them having the Small hindrance. However, their quick minds mean they begin with a d6 in Smarts, and the Quick Edge.

Turian: Turians begin the game with a d6 in both Fighting and Shooting to represent their military training.

Asari: All Asari begin with a single novice Biotic Power of choice, 5 Power Points, and a d4 in the Biotics skill. If they choose they Arcane Background: Biotics, they gain these in addition to the powers provided by the background. Asari also have Mind Reading as a bonus power. Mind Reading is a separate skill from Biotics, based on Spirit, and begins at a d4. Asari have strong personalities, however, and have a minor personality hindrance, usually tied to their stage in life (Maidens tend to be Curious; Matrons tend to be Cautious).

Krogan: Krogan are perpetual Outsiders, but all have the Healing Power, which functions only for themselves, and operates off their Vigor attribute. This is a free action every 10 minutes. They begin with a d6 in Vigor, but their Smarts requires two points per dot to increase at character creation. All are considered to have the Brawny Edge.

Quarian: Quarians begin play with a d6 in the Repair skill, but also have the Outsider flaw and a -4 against poison and disease. However, the also begin with an environmental suit, which provides +2 Armor, +2 against negative environmental conditions, and negates their penalty against poison and disease unless breached. Armor designed for Quarians takes this suit into account.

Drell: Drell have a +4 to resist heat. They also have an Eidictic Memory, allowing them to recall any information they have been exposed to; this results in a +2 to all knowledge skill checks, including common knowledge. However, their memory can be triggered involuntarily whenever they roll a 1 (on either die) while making a Knowledge or Smarts test, requiring a Spirit roll lest they fall into a fugue state and 4 point penalty to all trait rolls while in the grip of memory. With success, there is only a 2 point penalty. With a raise, there is no penalty. A Bennie may be spent to remove the penalty, as well. Checks against the fugue state may be made every round during combat, or every minute when out of combat, and the fugue will last until either two successes are made, or a success and a raise.

Hanar: Hanar are fully aquatic, and thus cannot drown, move at full speed while swimming, and have a d6 in swimming at character creation. They likewise possess four additional limbs, allowing them to take multiple actions. They also secrete poisons from their limbs, allowing them to paralyze in hand to hand combat. They move by means of levitation packs powered by mass effect fields, giving them the equivalent of Flight. However, they also possess significant disadvantages. As jellyfish, they lack physical strength, so their Strength can never advance beyond 1d6, and requires two points to raise at character creation, or two advances during gameplay. Their Vigor and Agility likewise require two points per step, but do not have caps. Their stilted speech and strong religious beliefs also marks them as Outsiders.

Elcor: Elcor move very slowly, having a base pace of 3 and only a d4 running die. Likewise, they are unusually Cautious, compared to most other species. Their speech patterns cause them to be regarded as Outsiders, and their slow reactions require that they spend 2 points per upgrade to Agility, with a cap of d6. However, they have great strength, beginning with a d8 and able to increase it to d12+2 through normal advancement. They are also quite large, gaining +1 to Size, and tough, gaining +2 to Armor and the Brawny Edge. They also have a base d6 in Vigor.

Batarian: Batarians have a rough reputation, resulting in Outsider status, but they also begin with a d6 in Intimidation. They have also earned the racial enmity of Humans, bringing their penalty to Charisma regarding humans to a -4. Unsurprisingly, they have exceptional vision, getting a +2 to Notice when vision is involved, and the equivalent of low-light vision.

Friday, October 18, 2019

AD&D Warforged

Back-porting Warforged (a race from WD&D's "Eberron" setting; essentially, PC scale-golems) to AD&D. I'm making it an edition-less AD&D, not specifically 1e or 2e, since most races have their primary difference between editions in level limits, less so than mechanics.

Attribute Modifiers
Wisdom -1
Constitution +1
Charisma -2

Benefits:
Natural AC of 5
Immune to sleep, poison, and disease
Immune to Charm Person and other spells that target "Persons" (but not spells that target Monsters or Golems)
Immune to Fatigue and Energy Drain
Do not need to Eat, Sleep, or Breathe (still must rest for an appropriate amount of time to regain spells).

Drawbacks:
Cannot wear armor (natural armor does not interfere with casting).
Unless it specifically resizes, 20% of all worn magic items will not fit
Receive only half benefit from Cure X Wounds spells (rounded down)
Do not heal naturally, but may be healed by a smith at 10gp/HP and no more than 3 HP/Day. A Mending spell recovers 1 HP/level of the caster.
Vulnerable to Rust Monster attacks, taking 1hp/level/touch (so a 10th level Warforged will take 10 HP per touch of a rust monster), to a minimum of 1 HP/level (so a 10th level Warforged cannot be brought below 10 HP by a rust monster)
Take damage from spells that affect metal and wood.
Warforged are very heavy; while human in height, most are 300-400 pounds.

Level Limits (1e limit/2e limit)
Cleric 4/12
Fighter 8/16
Magic-User 3/8
Thief U/15
(Assassin; 1e 6)
(Bard; 2e 10)

Thief Skill Modifiers
PP -10
OL -5
FRT -5
MS -15
HS -5
CW +15
DN +10
RL +5