Since I'm running my first Savage Worlds game in literal years today, I whipped up a GM Cheat Sheet to remind me of some useful things. This is a companion to my Kids Cheat Sheet.
Friday, June 6, 2025
Saturday, May 17, 2025
Quest for Savage Glory: Spielburg Valley
So, a fun realization yesterday. Quest for Glory has a reasonably prominent ancestry known as "goons." They're defined as being bigger than a human, but smaller than an ogre, and smarter than an ogre, but dumber than a human. But, ya know, they're called "goons", and if I run this in the library for teenagers with summer, I'm going to have to rename them "brutes", or we will do nothing but giggle.
Next step? Figure out the rules for Mage's Maze.
The Valley of Spielburg
Spielburg is the name of the valley, the village, and the castle. It is not a large valley, being a tall oval about twenty miles in diameter, and only a little longer north-south. In better days, it was self-sufficient, with humans trading fruit and grains with goblins for metals, as well as some modest logging to meet local needs, and some quarrying in the pass. However, a series of events has upset this balance.
Current Events
About ten years ago, the Ogress Baba Yaga moved into the western side of the valley. Uncowed by her reputation, Baron Stefan von Spielburg sent a detachment of his guard to demand that she leave his valley. Only the captain of that guard returned. He gave the Baron a "gift" from Baba Yaga, a curse upon him and his line. The captain then dissolved into slime.
Soon thereafter, a winged creature flew over the walls of the castle and abducted the Baron's daughter, Elsa. A few years later, the Baronet disappeared while on a hunt; only his horse came home, and it was covered in claw marks. Since that time, few have seen the Baron; he has retreated entirely into the castle, and only a few remain to serve him and the castle.
The harvest last fall was modest, and the past winter was hard, which strained human food stocks, and resulted in less trade with the goblins. The goblins were, themselves, dealing with pressure from trolls moving into the local cave systems, meaning they had less metato trade for the less food that was available.
Additionally, while there have always been bandits in Spielburg Valley, they have, in the last two years, become more bold and organized; a proper military operation, rather than isolated thugs. They have mostly concentrated on incoming caravans, but that's damaged the town's trade; no new goods, unless they can be made with the resources in town. The Baron has put a price on the head of the Brigand Leader, and the Brigand Warlock, hoping that their death or capture will splinter the brigands.
The Valley
The mountains on the east side of the valley are high and only lightly forested, with the Spielburg-facing side being in the rain shadow, so fairly dry (the Spiegelsee is glacier-fed). Those to the north are less forbidding, but also the home of giants and giant-kin... ogres, trolls, and goons among them. South and west, the mountains become rocky "badlands"; dry conditions, with many canyons and water-cut caverns. The Spiegelfluss drains this way, but it's route is unstable, and changes through a different canyon every few years.
The valley is temperate and wooded, with a cleared area in the center, where the town, castle, and associated farms are. Many small streams feed down to the Spiegelsee (Mirror Lake), but these are iced over in winter and early spring. The most common predator is the saurus, a bipedal reptile, but, as the temperature warms, the cheetaur (a feline centauroid) becomes more common. Cheetaur are sophonts... they're known to have language and use tools... but they're also highly aggressive, and largely refuse to communicate; they have never agreed with the maxim "Food which talks isn't food", and the baronial guard spends significant manpower guarding the flocks and herds of the town against them. Also of note are the mantray, small, flying, sting rays with an electricity-emiting organ on their tail. They are solitary, and don't often attack humans, but have been known to make a try for humans who are alone. Other predators include bears, foxes, and small (falcon-sized) pteradactyls. Prey animals include deer, squirrels, the occasional feral hog, as well as wild goats and sheep.
Spielburg Town
Spielburg is home to approximately seven hundred people, with another three hundred spread through the cleared area on their small farms; those farmers without significant livestock prefer to live in town. While subject to the rule of the Baron, it is largely overseen by the Sheriff, Schulz Meistersson, a former adventurer, and his assistant, a formidable goon named Otto. Aside from Otto, most of the town is human; there is another goon, two katta who moved to town last fall, and there's something odd about the woman who runs the magic shop, but she barely interacts with people from the town.
Spielburg Town is largely self-sufficient, with shepherds in the mountains nearby bringing wool, and flax being grown for both linen and oil. Farmers near town erect stout fences of wood and stone around pig pen and orchard alike. That said, Spielburg imports many worked goods; it has no resident smith or carpenter, though journeymen come from the east each spring, and leave in the fall. Both the Sheriff and the Mayor have attempted to attract a master to stay, there hasn't been one since the Baron's curse more than ten years ago.
The town does have a butcher, a baker, a barber, and a weaver. Near the town lives a miller, who operates a windmill. A small dry goods store sells many imported items, and there is a weekly farmer's market. A magic shop is on the south side of town near the Adventurer's Guild, and the north side of town has a bar, mostly favored by laborers. Newly opened is the Hero's Tale's Inn, run by katta from the south. There's also word of a small guild of thieves, but the Sheriff has never been able to find them.
A significant feature of the town is the Aura, placed by Erana many years ago. The entire town is covered in an Aura of non-violence; for most parts of the town, one cannot perform violent acts. There are a few spots not covered by the Aura, but it does much to keep the town safe; even if the walls were breached, those inside would be safe. It is a true and potent enchantment, made by a powerful wizard, with no known way to resist it.
The Castle
The castle of Baron Stefan von Spielburg is north of town, amidst the fields and farms of the barony. It has been in his family for several centuries, but the baron himself was something of an adventurer in his youth, including being credited with the slaying of a dragon. While still sturdy, the castle is beginning to see the signs of ten years of neglect; vine-covered walls, a weedy courtyard, and buildings in the bailey that haven't seen proper maintenance in some time. The Baron himself has been seen by very few since the disappearance of his son.
The castle has about 50 guards, of whom 20 are in the castle at any time. Additionally, there's a hostler who was pressed into service as a farrier, then as a blacksmith, as the lack of a smith in the valley became more acute. He has very few horses to care for these days, it is reasoned, so he can make nails and sharpen blades. The Baron also employs a Weaponmaster, to train his soldiers in battle. The Weaponmaster is arrogant, but also highly skilled.
The Goblins
In the northwest side of the valley, there is a goblin settlement; no one from Spielburg is entirely sure where, but there's a heavily guarded clearing in the area. The goblins have never really been "allies" of the people of Spielburg; trading partners, certainly, and to the benefit of both, but not allies. The goblins come to the farmer's market, selling ingots of iron, sometimes steel and copper, to locals and visiting merchants in exchange for coin, and then buying food in bulk and hauling it back.
However, the last few harvests have been poor, and the last winter was hard, meaning that the people of Spielburg have little to trade, leaving the goblins hungry. As such, young goblin men have been seen abroad in the woods; hunters report goblins stealing deer the humans killed, or catching and butchering pigs that had been allowed to forage in the forest. There's been at least one fight, where a hunter and goblin came to blows over raided and destroyed traps. No deaths have happened, yet, but goblins are now going about armed and armored, and so it's only a matter of time.
Magic of the Valley
Several powerful wizards are associated with the Valley. Best known is Erana, who came through the valley more than a century ago, casting the Aura upon the town and enchanting a glade to the north of the valley. Mentioned before is the powerful witch Baba Yaga, who still lives in the valley; it is said that she has dealings with the goblins, but that may be a rumor started after the tensions rose with the goblins. There is also a Warlock among the brigands.
The eccentric wizard Erasmus has a house in the eastern mountains. He's known to be somewhat dotty, but charming and responding well to courtesy, but also not suffering fools.
Spielburg is lucky to have a resident Healer, Amelia Appleberry, who lives among the farmers, between the village and the castle. There is also Zara, who owns the magic shop in town; as there are few magic-users in town, she sees little business, but few see her.
The Bandits
Banditry has always been an option when a farmer doesn't want to farm, or an apprentice no longer wishes to labor for their master. However, in the last few years, a new leader has arisen among the bandits. Whereas before a few bandits would get together and rob some farmer of his coin, now they are operating in groups of 3-6, well-trained with their weapons, and attacking caravans as they come into the valley. It is said that there are more than 100 of them, but the guards say that number is much too high, and it is probably closer to 40. They have some sort of encampment in the southwest side of the valley, but none have been able to get close enough to learn much about it.
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.
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).
Monday, December 23, 2024
Mutant Rise Released! [Savage Worlds]
Now, on DriveThruRPG: Mutant Rise! Mutant animals in a cyberpunk future! Includes Lifepath character creation, hacking the Eternal Mall, and using contacts in your Savage Worlds games!
Hue and I worked really hard on this, and his art is fantastic!Sunday, December 1, 2024
Savage Dark Sun Bestiary
Ok, here it is, the bestiary. The last bit I have, unless I chase a wild hare and come up with more. I focused on, first, the common animals like kank, inix, and mekillot, but then other ones with a strong Dark Sun flavor, including dwarven banshees, drakes, and weird Athasian golems.
Something that may annoy people is how useful I found the 4e Creature catalog in doing this; not infrequently, a good attribute set was had by taking the 4e attribute and halving it; a 24 became a d12, a 12 became a d6. Worked really well for a lot of things.
Tuesday, November 26, 2024
Psionics in Savage Dark Sun
Ok, here we are, psionics. Only thing left after this is the bestiary, which I might post tomorrow, and might post on Sunday, depending on my mood.
Psychic powers are very common on Athas; the Way, as it is known, is ancient, respected, and studied, in one form or another, among every species capable of study. Many creatures have and use psychic powers in their daily lives to hunt prey or escape predators, and many humanoids will develop a Wild Talent, even without formal study of the Way.
Psychic powers in Savage Dark Sun use the "No Power Points" rule from SWADE, p. 140. Accomplished psychics may be able to do many things, but they find it easiest when they take a moment to consider their actions. The psionics arcane background is slightly altered from SWADE, however, into The Way. Followers of The Way are often called Psionicists.
Monday, November 25, 2024
Priests in Savage Dark Sun
I think I've reached my limit with this project, at least for now. I'll post what I have, of course, but I don't know if I'll work on more monsters (the bestiary is at 35, now). Ascended beings will also have to wait. However, here's Athasian Priests... Elemental Clerics, Templars, and Druids.
Thursday, November 21, 2024
Wizards in Savage Dark Sun
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).
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
Thursday, October 3, 2024
Thursday, July 18, 2024
The Savage Scrolls: Werewolves
So, I missed that back in December, someone asked me to work up a version of the Vampire and Werewolf for Savage Scrolls (I am REALLY bad about checking comments, I am sorry). As I am actively avoiding other projects and pretending not to, let's play with it!
Note that I have never done the vampire run. I'll do werewolf (one of my favorite things is "rage across skyrim", where you turn into a werewolf and run from bandit hold to bandit hold, killing everyone), but I am incapable of playing a bad guy, so I never do vampire. I'll be borrowing this from UESP, rather than personal experience. Which is why I'm starting with werewolf. This can, of course, be used as a template for any sort of werewolf in Savage Worlds or the Fantasy Companion.
Mystic Powers: Werewolf
Tamriel has many types of lycanthropes, and each with different features and means of transmission. Skyrim is home to werewolves, and Solstheim has werebears, while Daggerfall have a varieties of werewolf and wereboar that are passed through semi-magical diseases. The werewolves of Skyrim (discussed here) largely do not spread their condition via a bite, and also have a larger degree of control than the ravening monsters of Iliac Bay.
To become this type of werewolf, one must either be born into a werewolf clan (as seen in Frostmoon Crag on Solstheim), or inducted via ceremony (such as seen among secret groups who would not appreciate my revealing of their ways). Werewolves are universally hated by non-werewolves in Skyrim, as their beast forms are compelled to devour the hearts of their foes. However, it is little known that most werewolves have full control over the transformation; it is a rare circumstance that can compel them to assume the beast form against their will.
A character with this edge acquires 10 Power points, separate from other power points they may have. At will, they may use the Shapechange power to assume the form of a werewolf; seven feet tall, with long arms, digitigrade legs, and vicious teeth. This transformation requires all 10 power points, and requires an exclusive action; you can do nothing else the round you change shape. The shapechange will subsume worn weapons and equipment; these become unavailable, but are not destroyed or left behind. It will last for ten minutes, unless the werewolf feeds.
While a werewolf, the character gains a claw attack for Str+d6 damage. They receive a one die bonus to Strength, Vigor, Fighting, and Intimidate, +2 to Armor and +1 to Size; between the Size and Vigor boosts, their effective Toughness is raised by 2, as well. Their pace increases by 2, and their running die increases by one size.
On the downside, the transformation reduces Persuasion by two die types, and applies a -2 penalty to all Persuasion checks. Manual dexterity is limited, so they are unable to use weapons, or anything more complicated than a door handle. The character cannot use spells, and potions must be used on them. Furthermore, they gain an Environmental Weakness to Silver; weapons made of silver do double damage in their beast forms. Being known as a werewolf will impose the Outsider (Major) flaw upon the character.
Feasting
The werewolf transformation lasts for ten minutes, unless the werewolf feasts. To feast, they must eat upon the heart of a Human, Mer (including Orsimer), Khajjit, or Argonian. The heart does not need to be beating, but it must be warm; in Skyrim, this is usually no more than an hour, or even less in the depths of winter. Such feasting takes two rounds, and while eating, the werewolf is Vulnerable. Each heart so devoured extends the transformation for ten minutes. When finished feasting, the werewolf immediately makes a Natural Healing roll.
Werewolf Power Points return slowly; only one point per two hours. Feasting restores one of these power points with each heart consumed. Werewolves cannot exceed their maximum (10, plus others granted by advanced powers Edges).
Advanced Powers:
Once a werewolf has adjusted to their new form (gained another advance), they may choose Werewolf Edges to bolster their power while in their wolf form. Some Edges provide supernatural powers; others improve the beast form itself.
Howl of Terror:
The werewolf gains 5 werewolf Power Points. While in beast form, they may use Intimidate to activate the Fear power in a Large Blast Template surrounding them. This use requires 5 power points.
Howl of the Pack:
The werewolf gains 5 Werewolf power points. While in beast form, they may summon wolves. The first wolf is 2 power points, and each additional wolf is 1 additional power point. For 6 power points, they may instead summon a single werewolf; additional werewolves are 3 power points each. Mixed groups may be summoned, requiring 6 power points for the werewolf, and 1 per wolf or 3 per additional werewolves. (Summoned werewolves should use the Werewolf stat block in SWADE, p. 191, but remove Fast Healing, Fear, and Infection). As with the Summon Ally/Animal/Monster powers, the duration of the summons is 5, and may be maintained for 1 power point.
Bestial Strength (requires Seasoned)
While in beast form, your claws do Str + 1d8 damage, and you gain a +1 to Toughness.
Improved Bestial Strength (requires Veteran)
While in beast form, your strength increases by one additional die, and you gain an additional die in Fighting.
Bestial Feeding (requires Seasoned)
Your targets no longer must be men or Mer; you may feed upon animals, monsters; any corporeal creature with a heart. However, when feeding from these creatures, the transformation only lasts for 5 additional minutes, and the werewolf must choose between regaining a power point or making a Natural Healing roll.
Curing Lycanthropy
It is possible, though various means, to be cured of lycanthropy. Rumors tell of potions, passing the curse to those whose generational lycanthropy is latent, or killing those who originated your curse; each curse will have its own means. Being cured of lycanthropy, however, does not undo that which has been done; you can no longer use your lycanthropic Edges, but they are not replaced with new Edges.
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
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

