tag:blogger.com,1999:blog-75460104659770615862024-02-19T16:31:20.067-06:00Savage Everything!Basically, we make everything in Savage Worlds!doctorbosonhttp://www.blogger.com/profile/11052086497091238082noreply@blogger.comBlogger80125tag:blogger.com,1999:blog-7546010465977061586.post-77275218909098643042020-04-10T13:36:00.002-05:002020-04-10T13:39:34.739-05:00Online Gaming with Discord and Savage BotWith everyone doing their best to stay safe and inside, it can be tough to get everyone together and keep those games running. There are a myriad of websites and programs that can act as virtual tabletops, and many people these days are turning to programs like <a href="https://discordapp.com/">Discord</a> for staying in touch with their friends. Unfortunately, this is really the first time a lot of people have had to turn to the internet for gaming, and if you’re not good with computers this can feel like an almost insurmountable barrier. <br />
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Thankfully, I’ve put together this handy little guide that can help with making the transition a bit easier. I’ve been running online games for more than 6 years and at this point, my primary group has settled on one particular setup using a program for Discord called <a href="https://github.com/alessio29/savagebot">Savage Bot</a>.<br />
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<b><span style="font-size: large;">Setting Things Up</span></b><br />
<span style="font-size: small;">First, you need to set up a Discord server. This process is pretty simple and is the same in both the desktop version and the downloaded client. If you're not confident in setting this stuff up on your own, though, feel free to join the <a href="https://discord.gg/VqT7CJj">Unofficial Savage Worlds Discord</a>!
We've got plenty of people willing to help, and we have Savage Bot
installed already so you can give it a spin, or even run a game in one
of our Game Rooms.</span><br />
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<ol>
<li><span style="font-size: small;">At the bottom of your server list (at the left side of the window), click “Add a Server.” Click “Create Server” and give it whatever name you like.</span></li>
<li><span style="font-size: small;">Invite your friends! Click on the “Create Invite” button next to whatever chat channel you like, then either invite your friends directly or send them a copy of the discord.gg URL that is generated.</span></li>
</ol>
<span style="font-size: small;">That's all! I won't give you a complete walkthrough of Discord as a program, but take a look at <a href="https://youtu.be/le_CE--Mnvs">this video</a> if you want more details on how to get the most out of the program. </span><br />
<span style="font-size: small;"><br /></span>
<span style="font-size: small;">Once you have a server, then you need to invite Savage Bot to come and join in! Click <a href="https://discordapp.com/oauth2/authorize?&client_id=448952545784758303&scope=bot&permissions=0">this link</a>
and it will take you to the Discord website and will ask you to choose
which server you would like to add it to. Select the server you just
made, hit Authorize, and Savage Bot will pop up in your server!</span><br />
<span style="font-size: small;"><br /></span>
<span style="font-size: small;">Don't worry, Savage Bot won't do anything until you issue him a command; we'll get into those next!</span><br />
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<b><span style="font-size: large;">Using Savage Bot</span></b><br />
Now that you have everything you need, you’re pretty much ready to go! Here’s a quick overview of how to make use of Savage Bot in your games.<br />
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<b>Rolling Dice</b><br />
First thing’s first: how do you get the dice rolling? Savage Bot was constructed from the ground up for use in Savage Worlds games, so most of the time you’ll only make use of a couple of simple commands, but the full list of commands is available at <a href="https://github.com/alessio29/savagebot">Savage Bot’s GitHub page</a>. All commands for Savage Bot begin with an exclamation mark (!) and are typed into a chat channel just like you're messaging your buddies.<br />
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To make a Trait (attribute or skill) roll for a Wild Card—that’s pretty much any player character—simply type <b>!sX</b>, where X is the die type. This will roll the skill die, a d6 Wild Die, calculate any Aces, and give you the highest total. If you have a Healing d6 and wish to make a Healing roll, for example, you would just type <b>!s6</b>.<br />
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For rolls with multiple skill dice, such as firing a weapon with a high
Rate of Fire, add the number of dice before the “s”—firing a RoF 3
machine gun with Shooting d8 would be <b>!3s8</b>, for example. If there are modifiers on your roll, just type it in after the die type (e.g. <b>!3s8-2</b>)<br />
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<tr><td class="tr-caption" style="text-align: center;">The number in parentheses after the first roll, <b>17</b> (4), is Savage Bot automatically counting the number of successes with the assumed target number of 4. If you’re dealing with modifiers and prefer not to type those in, you don’t worry about this number.</td></tr>
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Rolling for Extras and making a damage roll both use the same command. Type in <b>!dX!</b>, where X is the die type. The second exclamation mark is very important, as it tells Savage Bot that these dice are open-ended and can Ace. If rolling for a d6 Extra, for example, you would type <b>!d6!</b>. This can be added together and augmented to handle damage as well—a 2d6+1 pistol would type in <b>!2d6!+1</b>, and a Strength d8 warrior Wild Attacking with his short sword would type <b>!d8!+d6!+2</b>.<br />
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Finally, here’s a little trick: Savage Bot will perform the same command multiple times if, right after the command !, you type in “<b>Yx</b>”, where Y is the number of times you want it to roll again. For example, a Charismatic character with d8 Persuasion will always roll Persuasion twice, so you can speed that roll up by typing in <b>!2xs8</b>. As another example, if a character with a machine gun (2d8 damage) lands three hits, you can type in <b>!2x2d8!</b> and the damage for both hits will be rolled at the same time.<br />
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I know that some people get a little turned around about when they should use “s” or “d” before their rolls, so here’s how I remember it:<br />
<ul>
<li>For Wild Cards (and players), type "<b>s</b>" for "<b>S</b>avage."</li>
<li>For damage, use "<b>d</b>" and include another "<b>!</b>" for "<b>D</b>amage<b>!</b>" (This is the same command as for Extras—they tend to roll quite poorly, so you can also use "<b>D</b>ang it<b>!</b>")</li>
</ul>
<b>Initiative Tracker</b><br />
Now, rolling dice may not be as important to you—a lot of groups allow their players to roll their own physical dice and just trust each other to be honest about the results. Even if that’s the case, the other big benefit of using Savage Bot is the robust initiative tracker.<br />
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To begin a new fight, type <b>!f</b>. This shuffles the deck and resets the initiative tracker.<br />
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To deal initiative to new characters, type in <b>!di [characterName]</b>; you can add multiple characters at a time simply by typing their names. If a new character joins the fight, you can use the <b>!di</b> command at any time to add them to the Initiative Tracker, or the <b>!drop</b> command to remove an unwanted character.<br />
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<tr><td style="text-align: center;"><img height="127" src="https://lh5.googleusercontent.com/-XtTq0W_eeurdxcx_7NHFcZV1qgirtj8fhVZ-mwK9_fKc_9Eg3zoFWab3odoqPnH3QG5WEdbn2cGPiOyIJy242iHFRV2zA7NShTxgyYL_V3z3v3eAu-QMwlZozpcBQodVw1GIACJ" style="margin-left: auto; margin-right: auto; margin-top: 0px;" width="624" /></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Do <i>not</i> use spaces in your character names. The bot uses spaces to distinguish separate characters, so typing Jack Jones deals cards to two characters, while JackJones deals a card to one character.</td></tr>
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<span id="docs-internal-guid-7c3a3b25-7fff-1ec0-a3dd-db3581a67b1a" style="background-color: transparent; color: black; font-family: "arial"; font-size: 10pt; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre;"></span>Many characters in <i>Savage Worlds</i> have Edges like Level Headed that change how they draw cards. You can add this directly to a character—after the character’s name, type a space and add <b>-l</b> [<b>L</b>evel Headed], <b>-i</b> [<b>I</b>mproved Level Headed], <b>-q</b> [<b>Q</b>uick], and/or <b>-h</b> [<b>H</b>esitant]. If a character has both Quick and Level Headed, you can type in <b>-ql</b> to give her both.<br />
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If a character wants to spend a Benny for a new card, or has an Edge like Tactician that gives them extra cards, type <b>!card [characterName]</b> to provide that character another card!<br />
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At any point, you can type <b>!init</b> into the chat to refresh the initiative tracker, or display it again if it's getting buried under all the dice you're rolling!<br />
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<tr><td style="text-align: center;"><img height="355" src="https://lh6.googleusercontent.com/wRKu-uV-DYst7p3RhZ69yiy3wwti9LjY6gcrFLf52aVKHDCJclSNzfoH_oP6AiPydRMK9F4hl2AI9lwuQWDa9fJU1gMohndlBs2SvMTuvzuEBuMmKMs2IcQNNnu36iPqwUr2-a8W" style="margin-left: auto; margin-right: auto; margin-top: 0px;" width="624" /></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Jack has Level Headed, Jones has Quick, Jill has Improved Level Headed, James has Hesitant, and Jackie has Quick and Level Headed!</td></tr>
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<span id="docs-internal-guid-5adc3f8b-7fff-4881-1b00-73d783ccc0c8" style="background-color: transparent; color: black; font-family: "arial"; font-size: 10pt; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre;"></span>This may seem like a lot, but don’t worry—you don’t have to do this every round! Once everyone’s taken their turns simply type <b>!rd +</b> to start the next round, shuffle the deck if a Joker was drawn, and deal everyone their initiative! If any characters or groups have been knocked out of the fight, you can type <b>!rd + -[characterName]</b> to remove the fallen foes automatically! <br />
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<b>Tokens</b><br />
Savage Bot can be used to track Bennies using “tokens”. <b>!give [characterName] #</b> grants characters a number of tokens, while <b>!take [characterName] #</b> removes a token from the target character.<br />
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<b>States</b><br />
The initiative tracker can even be used to track a character’s “state,” making it easy to handle if a character is Shaken, Distracted, Entangled, and so forth. Use the command <b>!st [characterName] [status]</b>; the available status options are: Shaken (<b>sha</b>), Stunned (<b>stn</b>), Entangled (<b>ent</b>), Bound (<b>bnd</b>), Distracted (<b>dis</b>), and Vulnerable (<b>vul</b>).<br />
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<tr><td class="tr-caption" style="text-align: center;">To remove a state, type <b>!st [characterName] -[status]</b>, or <b>!st [characterName] clear</b></td></tr>
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<b><span style="font-size: large;">Other Tools</span></b><br />
This is all you really <i>need</i> to run a Savage Worlds game using Discord. However, some GMs like to go a little above and beyond: here are some additional recommended tools.<br />
<ul>
<li><b><a href="https://fredboat.com/">FredBoat</a>:</b> FredBoat is a music bot you can add to a server to play music from YouTube, Spotify, and others. It’s a great way to add some atmosphere to your games. Keep in mind FredBoat always loads in the first time at maximum volume, so make sure you tell each of your players to lower FredBoat’s volume before you get him to play music. (Right-click on FredBoat in the user list on the right of the Discord client, then lower his User Volume—mine sits around 30–40%.)</li>
<li><b><a href="https://savaged.us/">Savaged.us</a>:</b> This robust character creator can help newer Savage Worlds players create, track, and share their character as the campaign progresses. It has modules for most major Savage settings and can easily include custom content for your campaign.</li>
<li><b><a href="https://app.roll20.net/">Roll20</a>:</b> While I much prefer Savage Bot’s dice rolling and initiative capabilities, if your group is itching for tactical battle maps, Roll20 can handle this perfectly! (In my opinion, if you are using Roll20, it may be better to track Bennies there instead.)</li>
</ul>
<img alt="" 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" /><br />
<br />doctorbosonhttp://www.blogger.com/profile/11052086497091238082noreply@blogger.com3tag:blogger.com,1999:blog-7546010465977061586.post-10135090874596097202019-04-18T10:00:00.000-05:002019-04-18T10:00:01.608-05:00Bastion—Nature LoverYup, this is the first thing to do now that I'm back.<br />
<br />
Now that <i>Savage Worlds Adventure Edition</i> is out in full-force, I'm gonna start pushing out some more character builds—back to the basics, right?<br />
<br />
And, of course, it's a supers character: so let's get to it.<br />
<br />
<img src="https://gamepedia.cursecdn.com/overwatch_gamepedia/thumb/d/d0/Bastion-portrait.png/332px-Bastion-portrait.png?version=c5c2e70394f23562ad6eb9f8edbd78fe" /><br />
<br />
<b>Name:</b> SST Laboratories Siege Automaton E54, "Bastion"<br />
<b>Race:</b> Omnic<br />
<b>Rank:</b> Seasoned (4 Advances)<br />
<b>Power Level:</b> Street Fighter with Super Karma (35 PP)<br />
<b>Attributes:</b> Agility d6; Smarts d4; Spirit d8; Strength d8; Vigor d10<br />
Pace 6; Parry 4; Toughness 12 (4)<br />
<b>Hindrances:</b> Cannot Speak, Clueless, Loyal, Outsider (Minor), Pacifist (Major)<br />
<b>Edges:</b> Brawler, Common Bond, Fast Healer, The Best There Is (<i>ranged attack</i>)<br />
<b>Skills:</b> Athletics d6, Common Knowledge d4, Electronics d4, Fighting d4, Notice d8, Persuasion d4, Shooting d10, Stealth d4<br />
<b>Super Powers:</b><br />
<ul>
<li><b>Armor +4 (2):</b> Advance polymer casing.</li>
<li><b>Construct (8):</b> +2 to recover from being Shaken; doesn't breathe; immune to disease and poison; ignores one level of Wound penalties.</li>
<li><b>Doesn't Eat (1):</b> Nearly-infinite power source.</li>
<li><b>Interface (2):</b> Close-range access tool.</li>
<li><b>Regeneration (8):</b> Level 5, rolls to heal every round. Limitation (–2, action to use). (Self-repair protocols.)</li>
</ul>
<br />
<div>
<b>Modes (Switchable)</b></div>
<div>
<ul>
<li><b>Attack, Ranged (14):</b> Range 24/48/96, Damage 2d8, RoF 3, AP 2, Lethal. Limitation (–1, 35 rounds per reload), Switchable. (Recon Mode SMG.)</li>
</ul>
<div>
<i>with</i></div>
</div>
<div>
<ul>
<li><b>Attack, Ranged (10):</b> Range 12/24/48, Damage 2d8, RoF 5, AP 2, Heavy Weapon, Lethal. Limitation (–2, cannot move), Limitation (–2, constantly Vulnerable), Limitation (–1, 300 rounds per reload), Limitation (–1, Min RoF 3). (Sentry Mode Gatling Cannon.)</li>
</ul>
<div>
<i>with</i></div>
</div>
<div>
<ul>
<li><b>Attack, Ranged (10):</b> Range 12/24/48, Damage 3d10, RoF 1, AP 10, MBT, Heavy Weapon, Lethal. Limitation (–2, 10 rounds per mission), Limitation (–1, MBT always on), Limitation (–1, takes a level of Fatigue every 5 consecutive rounds in Tank Mode). (Tank Mode Cannon.)</li>
</ul>
<div>
I've actually been brainstorming this particular build for a good long while. Bastion is a super cool character with a really interesting setup: tons of combat potential, but an unwillingness to actually <i>use</i> any of that power. It's actually a character concept I've always wanted to play.</div>
</div>
<div>
<br /></div>
<div>
So, how did I figure what he should actually have? Well, Regeneration is a pretty direct translation of his self-repair ability, and Fast Healer helps to reinforce that—even a heavily damaged, 3 Wound Bastion would only need to make an unmodified Vigor roll to heal himself. His Brawler is mostly due to his robotic structure—solid metal hits hard, and I definitely didn't have enough Power Points to give Bastion a melee attack power.</div>
<div>
<br /></div>
<div>
What held me up on completing this build for a <i>long</i> time is <i>how to manage his weapons</i>. I could not for the life of me figure out how to balance Bastion's mobile recon mode with his high RoF sentry mode, and why a Bastion wouldn't want to constantly use his tank mode. However, this is where <i>Adventure Edition</i> comes to the rescue: the Limitations on the sentry mode cannon are numerous, as Bastion can't move and is <i>always</i> Vulnerable—appropriate, since he's a pretty large target—and his cannon has a <i>minimum</i> Rate of Fire of 3, just like the core rules minigun. I also increased the recon gun's range <i>slightly</i> since the weapon is more accurate than the gatling cannon. With all of that in place, as well as a Limitation due to the need to occasionally Reload his weapons allows his two main modes to both be viable choices (appropriate, since ammo expenditure is pretty ).</div>
<div>
<br /></div>
<div>
His tank mode suffers a few similar limitations. The damage is only 3d10 instead of 4d10 (the actual damage of most World War II tank cannons), but has a low ammo count and suffers the same limitation as the new Berserk Edge: every 5 rounds in the mode, Bastion takes a level of Fatigue. Between that and his ammo limitation, Bastions will generally stay in one of their other modes.</div>
<div>
<br /></div>
<div>
<i>Note that I use a </i>slightly<i> different, more balanced cost for ranged attacks. The damage dice increase to d8 by changing the cost of the power from 2/Level to 3/Level, and the damage dice increase to d10 for an additional 1 PP (up-front, </i>not<i> per-level). So a 2d8 attack is 3 points and a 3d10 attack is 7 points.</i></div>
<div>
<br /></div>
<div>
So, one good question might be why Bastion's weapons are powers instead of gear. This was primarily done to allow for the Switchable Modifier—so, Bastions actually have to <i>completely</i> switch "modes" to use the right weapons.</div>
<div>
<br /></div>
<div>
The last major point is to ask why Bastion is only a Street Fighter, 30 PP hero. The cheeky answer is that <i>all</i> the Overwatch heroes are only 30 PP heroes, but obviously that's not a clear answer since the obvious follow-up is "well why are Overwatch heroes all only 30 PP heroes." That's a fair question, since on the surface, the setting almost sounds like a Four Color-style supers game, but if you actually look at what these characters' powers <i>are</i>, it becomes a bit more clear. You've got:</div>
<div>
<div>
<ul>
<li>An accurate cowboy with a .357 magnum revolver.</li>
<li>A kind-of-cyborg with shurikens and a "magic" sword.</li>
<li>A speedster (who <i>might</i> actually be a teleporter) that is slow enough to <a href="https://youtu.be/S3ERJN3EDXE?t=47">need a motorcycle to keep up with normal vehicles</a>.</li>
<li>A pretty smart boi who is also a gorilla.</li>
<li>A good sniper with a grappling hook.</li>
<li>A huge guy with a really strong gauntlet punch. And that's it.</li>
</ul>
<div>
And so on—a few actual powers with a lot of fairly mundane gear. Even the most powerful of any of these, Doomfist's gauntlet, can be easily modeled at 15 Power Points, and there's <i>nobody</i> who's in the strength ballpark of above 10 tons (achievable with only 10 PP, some points in natural Strength, and the Brawny Edge)—Doomfist with the gauntlet is able to throw a car and no other character we've seen on the Overwatch roster matches him in that department. Even Mercy's incredible healing abilities can be handled with The Best There Is (<i>healing</i>) and 15 points. So... Street Fighter is actually the best Power Level to model most of the Overwatch cast.</div>
</div>
</div>
<br />
<br />
And that's my Bastion build! Hopefully over this summer you'll start to see a lot more posts here for character builds and design stuff (and hopefully on the Savage MCU sister blog as well).<br />
—Donavondoctorbosonhttp://www.blogger.com/profile/11052086497091238082noreply@blogger.com0tag:blogger.com,1999:blog-7546010465977061586.post-22930659070794282952019-03-16T21:31:00.000-05:002019-03-16T21:31:27.731-05:00Expanded Wealth and blog updateYes, I'm still alive!<br />
<br />
I've been very busy with university the last few months but I <i>did</i> manage to find a little bit of time to put together something I've been mulling over for a few months now.<br />
<br />
The Wealth system in Savage Worlds is great, but there's a couple of break points that I experienced the first time I used it, notably Gambling, and I had a hard time figuring out how to balance cost modifiers for purchases and figuring out how much Rewards should be worth.<br />
<br />
Well, I recently released my first ever Savage Worlds Adventurer's Guild product to address exactly that: <a href="https://www.drivethrurpg.com/product/269971/Expanded-Wealth">Expanded Wealth</a>! It's great, I get to feel like a professional now! If you grab a copy, make sure you join up at our big ol' <a href="https://discord.gg/VqT7CJj">Savage Worlds Discord Server</a>; I'm there pretty much all the time!<br />
<br />
Anyways, this is more than just a shameless advertisement. I've had a number of products (that are still free!) cooking up over the last few months that I'm excited to get to a point that I can share with all of you fine folks (hint—there are laser swords), as well as updates to the Savage MCU branch of this whole project. After I started my last big update mission, SWADE finally released and a bunch of heroes are being converted over to that edition of the game as well as having their general power levels increased (generally through experience) pretty much across the board.<br />
<br />
So, yes, updates <i>are</i> coming, don't you worry! This blog won't be dead until I am. In the meantime, happy gaming everyone!<br />
—Donavondoctorbosonhttp://www.blogger.com/profile/11052086497091238082noreply@blogger.com0tag:blogger.com,1999:blog-7546010465977061586.post-6190765367782901332018-01-15T17:45:00.000-06:002018-09-23T17:06:56.763-05:00Thoughts on Black: Suppressive FireEDIT: I have updated the original write-up of these rules to represent a slightly more refined version of my original implementation. My reasoning remains the same, so feel free to read the full mechanic or to skip down to the write up of the new mechanic itself.<br />
<br />
A bit of a departure from my usual fare, there's been a <i>lot</i> of news coming in about the upcoming edition of Savage Worlds (now officially named Savage Worlds Adventure Edition), and almost all of it is <i>really</i> exciting. I'm getting to work on a big ol' mega post that should see the light of day before the end of the month about my thoughts on everything and all of the great new changes (along with a couple changes that sound good maybe but that I'm more on the fence about). For those curious and who haven't been keeping up with things lately, here's a really good <a href="https://youtu.be/_mR9Kg6ICUE" target="_blank">video summary</a> of the changes and a <a href="https://www.pegforum.com/forum/savage-worlds/savage-worlds-general-chat/5867-what%E2%80%99s-new-from-flash-gordon" target="_blank">thread on the official forums</a> discussing everything and getting more in-depth with some implications and ideas that come with the new changes.<br />
<br />
Today, though, is something that I finally feel very proud of: my house rules for the new Suppressive Fire mechanics. Lots of props to forum user and Discord member SteelDraco, who discussed a lot of the ideas that made it into my final draft, particularly the implementation of the Distracted condition.<br />
<br />
<span style="font-size: large;"><b>The Maneuver</b></span><br />
Before we get into the game mechanics of this move, I want to touch on the point of actual suppressive fire in the real world. In the words of <a href="https://en.wikipedia.org/wiki/Suppressive_fire" target="_blank">Wikipedia</a>, "the purpose of suppression is to stop or prevent the enemy from observing, shooting, moving or carrying out other military tasks that interfere (or could interfere) with the activities of friendly forces... The primary intended effect of suppressive fire is psychological. Rather than directly trying to kill enemy soldiers, it makes the enemy soldiers feel unable to safely perform any actions other than seeking cover. Colloquially, this goal is expressed as 'it makes them keep their heads down' or 'it keeps them pinned down.' However, depending on factors including the type of ammunition and the target's protection, suppressive fire may cause casualties and/or damage to enemy equipment."<br />
<br />
When looking at this, it's pretty clear that the point of suppressive fire is effectively to keep enemy morale down, making them too scared to act against allied forces. Therefore, when constructing a suppressive fire mechanic, you want to create a situation where the mechanic itself feels very effective at keeping enemies down, particularly by making it frightening to leave any cover you've situated yourself behind. That said, the goal of the mechanic should not be to wound enemies: merely to scare them through the <i>possibility</i> of being wounded. Typically this is used in lieu of actually attacking targets if they are behind cover, hidden away, or otherwise not in a good position to target.<br />
<br />
<span style="font-size: large;"><b>The Problem</b></span><br />
The option to use Suppressive Fire has been in the rules since <i>Savage Worlds Explorer's Edition</i> back in 2007, and its implementation hasn't really changed since, including in the <i>Savage Worlds Deluxe</i> edition that was released in 2011/2012. While a good addition—machine guns definitely need the ability to affect more than 3 or 4 targets at a time, and suppressive fire is a standard tool in military operations—the rule has almost no teeth in practice.<br />
<br />
The way it works is by placing a template down and having the shooter make his roll with the usual penalties (auto-fire, range, etc.). On a failure, this template disappears and there is no effect, while on a success, targets under the template have to make Spirit rolls, adding any cover modifiers as bonuses to their roll. A failed Spirit roll means the target is Shaken, while a 1 on the Spirit die indicates that they are hit. This costs 5 times the weapon's RoF.<br />
<br />
The problem should be fairly clear to anyone that has tried to use this mechanic, but to lay it out, it's pretty borked. The goal of the mechanic is to "incentivize" enemies into keeping their heads down while your allies maneuver into a more favorable position, specifically by forcing them into cover (or to stay in cover they already occupy) and be more willing to stay down than to actually act.<br />
<br />
The implementation of this rule only requires characters, at worst, to roll a 4 on their Spirit die to avoid any penalties whatsoever. Unfortunately, this makes using Suppressive Fire on characters in cover completely pointless—an Extra with a d6 Spirit behind Medium Cover has an 83% chance of success (only failing if he rolls a 1), and is guaranteed instant success behind Heavy Cover. This becomes more pronounced against characters with higher Spirit (88% for a d8 Spirit Extra in Medium Cover) and Wild Cards (97% for a d6 Spirit character in the same).<br />
<br />
Granted, this was initially implemented under the old Shaken rules, where you needed a raise to be able to act normally out of Shaken, but under the new rules that has been downgraded to only a success. A good change on its own, but one that completely invalidates Suppressive Fire as soon as most enemies act, even when it <i>does</i> work (which is only even remotely likely if characters are not in cover). In fact, characters that are more likely to even be using the kinds of weapons that allow for suppressive fire (Shooting d8+) would have a 25% chance to just hit an enemy in Medium Cover outright, even in Full Auto fire—and if their cover is thin, it might even be completely ignored by its AP! A character with Rock and Roll would have almost a 50% chance to hit the same enemies!<br />
<br />
In any situation where Suppressive Fire should be useful, the rule as written is strictly worse than simply firing on one's enemies. A successful rule should be more likely to affect large numbers of enemies than trying to target them directly, and should be especially effective at forcing enemies to keep their heads down under threat of losing them, without necessarily being more reliable at killing an enemy in the open than simply shooting them. PEG's emphasis on the latter, "less reliable at killing" part of such a mission statement regrettably takes the teeth out of the maneuver when it <i>should</i> count the most.<br />
<br />
<span style="font-size: large;"><b>The Fix(es)</b></span><br />
There have been a ton of suggestions that have risen out of the community for fixing the Suppressive Fire mechanic in a way that grants it its teeth back, preferably making it even more useful for a character that is a particularly good shot.<br />
<br />
One of the most common fixes is changing the active roll from being a Shooting roll with all the usual penalties to simply being a Shooting roll opposed by the Spirit of targets beneath the template (who may add their cover bonuses as usual). While this is a clean solution, it generally takes out the nuance of suppressing enemies at a farther range, or being in a position where the gunner can compensate for his autofire (using Edges or by stabilizing his shots with a bipod). Additionally, it does not allow for the clean implementation of the option to simply spray until the gun is completely empty, or using suppressive fire as a method of controlling battlefield movement (by, for example, firing down an alleyway continuously so that enemies can't run up the alley to kill you). This also still does not account for the fact that the point of suppressive fire is to keep enemies down and <i>not firing back</i> at your allies, since all it does is to Shake the enemy—which, as mentioned earlier, is not entirely difficult to bypass.<br />
<br />
My proposed fix, with input from SteelDraco, makes this maneuver cleaner, allowing nuance in the conditions the attacker is under and allowing for the gunner to actually <i>suppress</i> an enemy force, keeping their heads down while your own troops maneuver to out of any kind of cover. This should even work on <i>player</i> characters, as being out in the open under suppressive fire feels far more lethal and terrifying. We have been testing a slight variant in my Weird Wars game, which has been extremely successful, and this newest variant actually fixes the few problems I had with the previous iteration. All that you need to know to understand this is that in the upcoming edition, the <b>Distracted</b> Condition inflicts a –2 penalty on a character's Trait rolls. Without further ado:<br />
<br />
<span style="font-size: large;"><b>Suppressive Fire</b></span><br />
This house rule is meant to replace the underwhelming Suppressive Fire mechanic from <i>Savage Worlds Deluxe</i>, implementing some of the new conditions from Savage Worlds Adventure Edition without causing it to be too overly complicated.<br />
<br />
The attacker places a Medium Burst Template on the battlefield and makes a single Shooting roll, including standard modifiers for range, the full-auto penalty, and any other miscellaneous factors (but ignoring the target’s modifiers for being prone or in cover). This uses 5 times the weapon’s Rate of Fire in bullets (so a RoF 3 machine gun uses 15 bullets). If failed, the bullets simply spray without focused effect.<br />
<br />
If successful, targets caught in the area must make a Spirit roll (at –2 if the attacker scored a raise), adding the Cover penalty they would receive against the attack as a bonus to the roll. Victims that roll a 1 on their Spirit die (regardless of Wild Die) are hit and suffer damage normally. Characters that do not score a raise are Distracted until the end of their next turn, and failure leaves the victim Shaken. Receiving a Shaken result while already Shaken does not cause a wound, as it results from psychological factors.<br />
<br />
<b>►Maintaining Suppression:</b> If the attacker doesn’t take any other actions (including movement) in the round they begin this maneuver, he may maintain his suppressive fire, leaving the template in place until his next turn. This immediately ends if the shooter is Shaken, forced to move, or is otherwise interrupted.<br />
<br />
Characters starting their turn or entering the template must make their Spirit roll as above (including the –2 penalty against a raise), but may only add the lowest Cover bonus they intend to use within the template to their Spirit roll (so a character planning to run through open ground within the suppression gets no bonus, even if he begins behind Heavy Cover—characters who wish to fire back without exposing themselves more than necessary may attempt to Fire Blind to retain a higher cover value, of course). This roll must be made before a character takes any actions. Running through multiple suppressed areas prompts multiple Spirit rolls, as necessary.<br />
<br />
<i><b>Example:</b> Private Smith and his squad is caught in the open under Suppressive Fire, and the gunner is maintaining it for the round! </i><i>He succeeds his Spirit roll, but at the beginning of his Turn must roll again since he begins within the template (at –2, since he is Distracted). Afterwards, he runs to a nearby building and then to a window (Medium Cover) to fire back at the enemy.</i><br />
<i><br /></i>
<i>Corporal Jameson was already inside the building with Heavy Cover when the Suppressive Fire began, so he succeeded his Spirit roll with a raise! On his turn, he wants to stand and fire back at the enemy, exposing himself to Medium Cover, and must make a Spirit roll with the +2 bonus from Medium Cover. He only gets a success, Distracting him and imposing a –2 to his Shooting roll. </i><br />
<i><br /></i>
<i>PFC Buddy was inside the building with Jameson and succeeded on his Spirit roll with a raise as well, but decides on his Turn that he wants to take a shot out the window and run out of the building so he can close his distance with the enemy gunner. He makes his Spirit roll with no bonus, since he intends to run out with no cover at all, before firing his weapon.</i><br />
<i><br /></i><i>Finally, their corpsman, Private Jackson, must cross the building through the Suppressive Fire to get to a wounded ally. He keeps his head down, retaining his Heavy Cover, and makes his Spirit roll at +4 before getting to work on his friend.</i><br />
<br />
In addition to this, one Edge in several settings that include weapons capable of suppression is the <b>Grazing Fire</b> Edge, which originally allowed the character's Suppressive Fire to hit his targets with a roll of 1 or 2 on the Spirit die, rather than just on a 1. However, this effect is somewhat underwhelming as it does not make the <i>character</i> more effective at Suppressive Fire and simply relies on lower rolls from the victims. I recommend changing the Edge to impose a –2 penalty on Spirit rolls when using Suppressive Fire, and a –4 if he achieves a raise, in addition to the written effect. Anyone under his machine gun is going to want to find some cover quickly!<br />
<br />
<b style="font-size: x-large;">Conclusions</b><br />
While this may not be the best version of the rule possible, this is certainly the cleanest and most flexible I've seen it as, retaining its lethality and enforcing a kind of psychological warfare not just on the player characters, who will likely struggle to pull themselves up and actually fire back at the enemy, but on the players themselves, at least from our experiences in Weird War II. If anyone from PEG gets the chance to read this, I do hope they consider making a change like this to allow Suppressive Fire to gain back some of its bite and be as cool of an option as it should be!<br />
<br />
If any of you guys have any comments or suggestions, leave them down below as usual! It's good to be back, and I should have a lot more of these coming in the near future.<br />
—DoctorBosondoctorbosonhttp://www.blogger.com/profile/11052086497091238082noreply@blogger.com6tag:blogger.com,1999:blog-7546010465977061586.post-48468942379670265822017-08-21T10:00:00.000-05:002017-08-23T02:40:11.124-05:00On Arcane Background (Ritual Magic), and the Cold and Heat Trappings<span style="font-family: Arial;">Since we're talking about powers and magic anyways, I wanted to bring up a couple of small things that I'd noticed for the benefit of my good readers.</span><br />
<div>
<span style="font-family: Arial;"><br /></span></div>
<div>
<span style="font-family: Arial;">In the <i>Fantasy Companion</i>, one of the new Arcane Backgrounds is Ritual Magic: the idea is that a chracter is slower and less powerful than a full-blown wizard or sorcerer, but is far more safe and consistent in the use of his abilities. Unfortunately, the mechanics that back this up are that these casters have fewer power points, a lot more penalties, and are less likely to recieve backlash—overall, they're strictly worse than other casters.</span></div>
<div>
<span style="font-family: Arial;"><br /></span></div>
<div>
<span style="font-family: Arial;">I address this by adding a new mechanic: <b>Ritual Preparation</b>. Ritualists may concentrate for a full round (taking no movement or any other actions)—if a character is Shaken, wounded, or Fatigued during this time, he must make a Smarts roll to maintain his concentration. If he's successful in his concentration, the ritualist may add +2 to cast any power on his next Action. This change presents ritualists with 2 casting options every round: they can rush their casting to simply cast the power as usual, or they can exercise a smidge of patience to make their spell practically guaranteed to fire or increase their chances of getting a raise. This also makes a good ritualist more position-oriented, as their spells are more consistent and powerful (due to a higher raise chance and lower Backlash chance), but they are far less mobile then their counterparts.</span></div>
<div>
<span style="font-family: Arial;"><br /></span></div>
<div>
<span style="font-family: Arial;">If this isn't enough to make Ritual Magic viable, GMs might consider allowing the user to utilize one of the Ritual Casting options from the Horror Companion when casting his abilities, specifically the extended range, duration, or effect. If including the damage option, the GM may wish to halve the effect from +2d6/4d6 to +1d6/2d6.</span></div>
<div>
<br /></div>
<div>
<span style="font-family: Arial;"><strike>The other thing I have recently discovered is a likely misprint in SWD, possibly due to rushed inclusion: the section on Trappings in Chapter 5 of <i>Savage Worlds Deluxe</i> was based on a similar section from the <i>Fantasy Companion</i>, but was formatted to be cleaner to read. In it, Cold/Ice and Fire/Heat both include options to Fatigue an enemy. However, the Cold/Ice Fatigue notes the downside of either halving range or doubling the PP cost, while the Fire/Heat Fatigue does not. This has led to some confusion as to why the Heat Fatigue Trapping is strictly better than the Cold Fatigue Trapping.</strike></span></div>
<div>
<span style="font-family: Arial;"><strike><br /></strike></span></div>
<div>
<span style="font-family: Arial;"><strike>The short answer is that <b>it isn't</b>. The original wording from the <i>Fantasy Companion</i> states that the Fatigue caused by Fire/Heat functions identically to the Cold Trapping—this detail simply didn't translate into SWD.</strike></span><span style="font-family: Arial;"> [This has been verified by the publishers to not be the case; the Vigor roll or suffering Fatigue apparently is a "free" Trapping, whereas the ability to suffer a –2 to the roll on a raise is the "expensive" part. Personally that feels backwards to me—a Vigor roll for Fatigue is a very powerful effect to get for free, at least comparable to an entire new power, but I don't want to spread misinformation.]</span></div>
<div>
<span style="font-family: Arial;"><br /></span></div>
<div>
<span style="font-family: Arial;">I know this post was short, but I wanted to mention it before I forgot. I may do an entire post on Trappings later on but for now I hope this helps someone somewhere out there.</span></div>
doctorbosonhttp://www.blogger.com/profile/11052086497091238082noreply@blogger.com2tag:blogger.com,1999:blog-7546010465977061586.post-4977492965343946372017-08-14T18:18:00.000-05:002018-08-04T16:22:32.970-05:00On Power Lists in Savage Worlds<div style="line-height: normal; margin: 0px;">
<span style="background-color: rgba(255 , 255 , 255 , 0); font-family: inherit;">Hoo, it's been a while. I'm hoping to start posting more of my general Savage Worlds design thoughts here alongside the usual character builds, but seeing as the builds business has been slow recently I figured this is as good a return to form as any. This recently came up on the <a href="https://discord.gg/VqT7CJj">Savage Worlds Discord Server</a> as a question, but my response was abnormally large and I wanted to elaborate on some parts of the post. </span><br />
<span style="font-family: inherit;"><span style="background-color: rgba(255 , 255 , 255 , 0);"><br /></span>
<span style="background-color: rgba(255 , 255 , 255 , 0);">Spell lists are an... interesting concept in Savage Worlds. It's not at all acknowledged by <i>Savage Worlds Deluxe</i> and is only touched upon in the <i>Fantasy Companion</i>, but it is an integral part to most Savage Settings. <i>Deadlands</i>, <i>50 Fathoms</i>, <i>Lankhmar</i>, and <i>Weird Wars Rome</i>, <i>Weird War I</i>, and <i>Weird War II</i> all have Power Lists for their various Arcane Backgrounds. So, should your setting include Power Lists for your Arcane Backgrounds?</span></span></div>
<div style="line-height: normal; margin: 0px;">
<span style="background-color: rgba(255 , 255 , 255 , 0); font-family: inherit;"><br /></span></div>
<div style="line-height: normal; margin: 0px;">
<span style="background-color: rgba(255 , 255 , 255 , 0); font-family: inherit;">Well, that's a complex question. Power Lists serve a variety of functions, and different game worlds need them (or don't) to fulfill different purposes. </span></div>
<div style="line-height: normal; margin: 0px;">
<span style="background-color: rgba(255 , 255 , 255 , 0); font-family: inherit;"><br /></span></div>
<div style="line-height: normal; margin: 0px;">
<span style="background-color: rgba(255 , 255 , 255 , 0); font-family: inherit;">The primary beneficiary from Power Lists is your world. Examples from established settings include:</span></div>
<div style="line-height: normal; margin: 0px;">
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<ul>
<li><span style="-webkit-text-size-adjust: auto; font-family: inherit; text-decoration: -webkit-letterpress;"><i>50 Fathoms</i> has Elemental Magic, with short spell lists for each element. For example, only earth mages can cause earthquakes, only air mages can fly, only water mages can heal, and fire mages have the highest variety of directly offensive magic options. This allows the single Arcane Background to have multiple different identities within it (creating inherent variety) with well defined roles. Furthermore, each identity has 13–19 different powers available to it, requiring a character to invest almost his entire career from Novice to Legendary just to master the spells of a single identity, allowing for enormous amounts of combinations for character distinction. Few fire mages are alike, at the end of the day, but all of them can be labelled and sought out in-setting.</span></li>
<li><span style="-webkit-text-size-adjust: auto; font-family: inherit; text-decoration: -webkit-letterpress;"><i>Deadlands</i> has several Arcane Backgrounds: hucksters, blessed, and weird scientists to name a few. Not only do all of these Backgrounds have wildly different core mechanics (setting them apart in play), but they have large varieties of powers for each type of caster. Some powers (like <i>hunch</i>) are even only available to a <i>single</i> Background. The enormous amount of powers allows for most casters to use a large portion of the book's powers, but predefined Trappings and a few spells unique to certain casters allow any character from each Background to feel wholly unique, powerful, and focused on their core concept.</span></li>
<li><span style="-webkit-text-size-adjust: auto; font-family: inherit; text-decoration: -webkit-letterpress;"><i>Weird War I</i> (minor spoilers ahead) has three Arcane Backgrounds: Magic, Miracles, and Psionics. In <i>WWII</i>, these only become available to specific individuals, but in the Great War these arts were only just being discovered. Psionics is primarily an offensive power, miracles (implied to be granted through Christianity) is more geared towards biblical powers such as <i>healing</i> and <i>blind</i>, and black magic is far more utilitarian. Powers such as <i>growth/shrink</i>, <i>summon ally</i>, and <i>teleport</i> are wholly unavailable in the setting. All of these reinforce the tone of both the horrors of war and those of the supernatural, while allowing each Background to be defined beyond the amount of starting Powers and the arcane skill's linked Attribute.</span></li>
<li><span style="-webkit-text-size-adjust: auto; font-family: inherit; text-decoration: -webkit-letterpress;">The <i>Fantasy Companion</i> includes (outdated) spell lists for different deities, as well as a set of predefined "Sins" for each. This will be further defined below, but it is worth mentioning here as much of my discussion is going to revolve around a more or less "generic" fantasy setting.</span></li>
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<span style="-webkit-text-size-adjust: auto; font-family: inherit;"><span style="text-decoration: -webkit-letterpress;">Power Lists grant an in-game and out-of-game distinction between different kinds of casters, allowing them their own unique identity not just in the setting, but across the character's gaming career as a whole. Someone playing as an air mage in </span><i style="text-decoration: -webkit-letterpress;">50 Fathoms</i><span style="text-decoration: -webkit-letterpress;"> will play very differently from Black Magic in </span><i style="text-decoration: -webkit-letterpress;">Weird Wars</i><span style="text-decoration: -webkit-letterpress;">, a huckster from </span><i style="text-decoration: -webkit-letterpress;">Deadlands</i><span style="text-decoration: -webkit-letterpress;">, or a wizard in a swords and sorcery game, both because of the powers available and the way that the world around the casters interact with them because of the capabilities that they're expected to have. For players choosing between Magic, Miracles, and Psionics, this provides a more interesting and engaging choice for players, helping to enter the mindset of "what does this Arcane Background say about my character?" rather than "I don't like Backlash so I'll take Miracles."</span></span></div>
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<span style="font-size: large;"><span style="-webkit-text-size-adjust: auto; font-family: inherit;"><b>Power Lists, Miracles, and Worldbuilding</b></span></span></div>
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<span style="-webkit-text-size-adjust: auto; font-family: inherit;">Speaking of Miracles, however, the concept of Power Lists is particularly integral to casters of a more religious bent. We will be referencing the way that Power Lists are implemented in the <i>Fantasy Companion</i>, since as a toolkit it's much easier to imagine scenarios within without knowing any specific setting. However, the design principles here ripple out to just about any setting.</span></div>
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<span style="-webkit-text-size-adjust: auto; font-family: inherit;">Rather than Backlash, these casters suffer from Sins. That means that miracle-workers will almost never be hit in the face with their Sins in the middle of a battle, while other arcane casters normally can, significantly or entirely cutting back on the Arcane Backgrounds' detriment in combat. On top of that, the less restrictive the caster's Sins are, the less likely they are to come up <i>at all</i>. </span></div>
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<span style="-webkit-text-size-adjust: auto; font-family: inherit;">Let's assume that a hypothetical GM opted out of Power Lists for his campaign. As a player, if a character could take an Arcane Background and sacrifice one power up front to <i>never</i> have to deal with the consequences of rolling a 1 on their arcane skill die, why wouldn't they? This is especially bad if the GM doesn't define his Sins very well, or if they are defined but easy enough to avoid that they are effectively nonexistent.</span></div>
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<span style="-webkit-text-size-adjust: auto; font-family: inherit;">Beyond simple "balance" reasons, though, this is another aspect of worldbuilding that is <i>exceptionally</i> important. The reason a god or pantheon exists, in any realistic culture or setting, is because they can offer something that no one else can: this is why individuals dedicate their entire lives to the study or praise of these deities. Let's take a simple example from the Fantasy Companion in the Goddess of Healing. Supposing the same hypothetical world as before, where every Power is available to normal magic users, why would a culture worship a Goddess who's entire goal is to heal people when men can go off and learn this power of their own accord, through magic? This can be expanded to apply to all the deities in a given world; conversely, why have magic if any god or goddess can grant all of the same abilities with less risk involved? And furthermore, in settings with a pantheon, why worship a particularly restrictive god/goddess when a less restrictive deity will grant the same capabilities?</span></div>
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<span style="font-family: inherit;"><span style="-webkit-text-size-adjust: auto;">Power Lists address all of these issues, granting a counterbalance to the benefits of Sins vs Backlash <i>and</i> providing a point of "balance" between the restrictiveness of different deities from both a mechanical and lore standpoint. </span><span style="-webkit-text-size-adjust: auto; background-color: rgba(255, 255, 255, 0);">This is likely why the <i>Fantasy Companion</i> opted to grant different spell lists to the distinct deities, and why wizards and sorcerers aren't able to take healing-oriented powers. While a side-effect of this is that it makes worlds feel a little bit more like traditional D&D fantasy, the overall effect produces consistency and unique pools of casters.</span></span></div>
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<span style="font-family: inherit;">In addition, always remember that <b>any powers available in your setting are available to both your players and your nonplayer characters</b>, and make sure to construct your challenges and lore around that. If the <i>divination</i> and <i>grave speak</i> powers are available to any priest, wizard, or ritualist, then not only can the party sidestep most mysteries, but <i>any</i> powerful casters worth their salt should be able to sidestep them as well: the murder of a high-ranking official or ruler should only rarely remain unsolved, and if they are then they simply cannot be solved through the use of these powers. </span></div>
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<span style="font-family: inherit;">It is also always valid to limit the availability of certain powers to better fit the tone of your setting: for example, the above example of <i>Weird Wars</i> disallows several powers that grant the players too much to escape or overcome the horrors they face, ensuring that one character taking the <i>summon ally</i> power doesn't upturn the entire premise of the setting.</span></div>
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<b><span style="font-family: inherit; font-size: large;">Variety</span></b></div>
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<span style="background-color: rgba(255 , 255 , 255 , 0); font-family: inherit;">One complaint I have seen about the Power Lists for deities in the <i>Fantasy Companion</i> is that they are far too restrictive, only allowing a small handful of powers at most. This claim is partially valid, but there is an equally valid reason for that: the original publication of the Fantasy Companion does not include content that it introduced in any of its tables or lists anywhere in the book (check for yourself: not a single piece of weapon, armor, or power introduced in the <i>Fantasy Companion</i> is present in any Magic Item Tables, spell lists, or Bestiary Entries). </span></div>
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<span style="font-family: inherit;"><span style="-webkit-text-size-adjust: auto; background-color: rgba(255, 255, 255, 0);">The edition of <i>Savage Worlds</i> that was published at the time only included 30 spells; of those, deities only possessed roughly between 15 to 25 powers, giving miracle users a decent selection to work from while still limiting their spells to be in line with the severity of their Sins.</span><span style="background-color: rgba(255 , 255 , 255 , 0);"> I actually attempted to <span style="font-family: inherit;">do a little bit of legwork here, providing both Deity Power Lists and Magic Item Tables that include the spells and abilities introduced in the Fantasy Companion.</span></span></span><br />
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<span style="background-color: rgba(255 , 255 , 255 , 0); font-family: inherit;">As two examples, the Spell List originally granted by the Goddess of Healing only provided 16 spells. My new list includes all of the spells on the original list, along with ten more. Similarly, the God of the Sun provided 24 powers—5/6 of the entire power list at the time. I've granted him an additional 17 powers to remain proportional. I've listed all of my personal power list additions in a separate section below: let's keep the article moving.</span></div>
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<span style="font-family: inherit;">Another thing that I have seen mentioned is that power lists can make different kinds of casters within the same Arcane Background feel less distinguished from one another: if all patrons of the Goddess of Healing can only choose from 16 different powers, there are going to be a lot of priests that begin play with *healing* and *boost/lower trait*, right?</span></span></div>
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<span style="font-family: inherit;">I disagree with that notion. Aside from my own rules increasing this potential number of powers to 26 instead of 16—only going by the original Fantasy Companion printing—there are 78 possible starting combinations of powers, 120 with the "Born a Hero" Setting Rule (allowing the taking of the Seasoned Rank powers). With the new list, that increases to 153 combinations, or 325 with the new list. [Source: <a href="https://www.calculatorsoup.com/calculators/discretemathematics/combinations.php">math</a>]</span></div>
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<span style="font-family: inherit;">I suppose a counter might be that as characters Advance and take more of the possible powers, they might begin to mold into the same subset of powers. That, also, is poppycock. Using the original Fantasy Companion lists, a character would need to spend 70 XP <i>solely</i> on acquiring new powers to have every possible spell available to him: no Power Points, no Holy Warrior or Champion or Rapid Recharge or Faith increases. Using my updated lists, a character that spent the same 70 XP on nothing but powers has over 5 <i>million</i> possible combinations of powers they might have taken, and would need 160 XP of nothing but spells to have every available power.</span></div>
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<span style="font-family: inherit;"><span style="font-family: inherit;"><span style="font-family: inherit;">And these examples are only for characters who chose the Goddess of Healing, which is far and away the most "restricted" Deity available with regard to power choices. Sun priests have 120 possible starting combinations with the original list </span><i>without</i><span style="font-family: inherit;"> Born a Hero, and have 253 with the new list—they would require a full 210 XP of Advances to completely fill out their powers list, and one with 70 XP of powers has 200 </span><i>billion</i><span style="font-family: inherit;"> possible combinations—double the total number of humans to have ever lived </span><i>ever</i><span style="font-family: inherit;">. </span><span style="font-family: inherit;">Remember also that none of these take into account Trappings that change the mechanics of powers, which further increases the potential variety <i>significantly</i>—you can have half a dozen characters with the <i>bolt</i> power alone, with different Trappings and mechanics for each one. </span></span><span style="font-family: inherit;">[Further counterpoint might be that without powers list, the same 70 XP miracle-worker has a combination of up to 200 trillion powers, but honestly that's starting to leave the realm of </span>conceivability<span style="font-family: inherit;"> and likely doesn't add much to the game.] </span></span></div>
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<span style="font-family: inherit;">Considering that all of this is before even considering different Edges, Skills, Attributes and Hindrances that make characters unique (along with their gear), really, variety isn't much of a problem with Spell Lists.</span></div>
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<span style="font-family: inherit;">On the contrary, I would like to propose the idea that running a game <i>without</i> spell lists runs more of a risk of losing variety than running with. Remember that every distinguishing feature in an Arcane Background helps set it apart from every other feature, having <i>major</i> impacts on all groups and characters involved in taking the background. Every group of casters should feel unique through Backlash, powers, and Trappings, allowing all kinds of casters to feel unique. Casting this net too wide (without power lists) means that, when every character can take every power, no Arcane Background is going to have one of the three above distinguishing features. The difference between Magic and Psionics in SWD core is just the Backlash: starting powers and PP are identical. Instead of having "magic users" and "miracle workers" and "alchemists" and "psionicists," now you simply have "casters" with different kinds of backlash.</span></span></div>
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<b><span style="font-family: inherit; font-size: large;">Cons to Power Lists</span></b></div>
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<span style="font-family: inherit;">As with any kind of design decision, including or not including something can vastly change the tone and consistency of your game. While I've listed many of the benefits of Power Lists above, there are a couple of major cons that come with this stuff.</span></div>
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<span style="font-family: inherit;">The primary drawback isn't really game related: making these lists takes <i>time</i>. Depending on how many Arcane Backgrounds/Deities inhabit your world, this kind of project can take hours to complete, and may people are too busy working or planning or family-ing to really manage something as minute as whether or not one of your players could maybe hypothetically take the <i>slumber</i> power if they wanted to.</span></div>
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<span style="font-family: inherit;"><span style="font-family: inherit;">The secondary drawback is one that I've heard a few times as well, though it's one that is a bit more wishy-washy in terms of whether or not it holds water: the concept of pre-defining what powers a character can take before the character is even conceived can limit player concepts. Personally, I don't believe that it does—the available power lists aren't particularly restrictive without reason, and many times the powers available to a certain background are only available by virtue of how that background functions within the setting: e.g. mages in </span><i>50 Fathoms</i><span style="font-family: inherit;"> having to choose what kind of Element they specialize in </span>channeling, or Healing priests being disallowed from taking <i>blast</i> or <i>burst</i> (why would a Goddess of healing and peace grant her followers the ability to level buildings?)<span style="font-family: inherit;">.</span></span></div>
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<span style="-webkit-text-size-adjust: auto; background-color: rgba(255, 255, 255, 0);"><span style="font-family: inherit; font-size: large;"><b>Which is Best For You?</b></span></span></div>
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<span style="background-color: rgba(255 , 255 , 255 , 0); font-family: inherit;">Different approaches work better for different tables. Some of the more common scenarios and situations will hopefully be listed here: </span><br />
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<span style="background-color: rgba(255 , 255 , 255 , 0);"><b>I'm running an existing Pinnacle or third-party Savage Worlds Setting:</b> If this includes Power Lists, then use them. I've outlined all of the above benefits of utilizing them, and the best part of existing content is that they've already done the legwork for you. It will benefit your world and your casters will have more interesting choices than what kind of Backlash they'd prefer in their Arcane Background.</span></span><br />
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<span style="font-family: inherit;"><b>I'm running an original homebrew campaign, or adapting an existing setting for the use at my table:</b> Unless you're planning on running lots of people through your campaign, or you're expecting some really long-term stuff or for characters to come in and out very frequently, a pre-defined Spell List isn't <i>super</i> necessary. The function that Power Lists should serve is to make sure that characters stay within the capabilities of your world and the lore within, keeping consistency for everyone involved and giving players the ability to peruse what powers are available to them without constantly consulting the GM. If you still wish to create Power Lists, and you have the time to do so, feel free.</span></span><br />
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<span style="font-family: inherit;">The alternative is simple as well: restrict players by concept. If your acolyte of the War God wants to take "Summon Ally," figure out why, and use your god-given GM veto powers if you can't see why the God would or could grant their follower that ability (summoning warrior angels is good; summoning shadow fiends probably not so much).</span></span><br />
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<span style="font-family: inherit;"><b>I'm running a one-shot or convention game, but not in an existing Setting:</b> If you're here, chances are you're just using pre-gen characters, so Power Lists really don't matter—they exist so that players know what kinds of powers are appropriate for their Arcane Background, so unless players are choosing to build their own characters then Power Lists would be a waste of time (and even then, the above "restrict by concept" solution is a better fit anyways).</span></span><br />
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<span style="font-family: inherit;"><b>I am running or designing a Setting designed for other groups to play in:</b> It is <i>crucial</i> that you include Power Lists in your setting, for all of the worldbuilding, aesthetic, design and balance purposes listed above. Not only does it keep consistency, but it means that anyone else coming along to pick up a copy of your setting will fall into the first category here, and it is your job to do the legwork for them to play in: that's why you're designing a setting for other people anyways. It keeps your world coherent, makes your casters memorable, and makes sure that everyone knows what your intent was behind "the God of the Harvest."</span></div>
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<span style="font-family: inherit;">Hopefully this covers all the major bases. If Power Lists are available, or if you have the drive and time to make your own, I strongly recommend doing so.</span></span><br />
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<span style="font-family: inherit; font-size: large;"><b style="-webkit-text-size-adjust: auto; background-color: rgba(255, 255, 255, 0);">BONUS: Expanded Fantasy Companion Power Lists</b></span></div>
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<span style="background-color: rgba(255 , 255 , 255 , 0); font-family: inherit;">For those who would like to try a Fantasy Setting with Powers Lists but aren't fans of the lists presented in the Fantasy Companion due to how limited they are, here are expanded entries that should feel a lot more open for player choice. This section is gonna be pretty much useless without that Companion, so don't expect full lists for most of these (because of copyright stuff). </span><br />
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<span style="background-color: rgba(255 , 255 , 255 , 0);"><i>Light/obscure</i> may be taken as a single power, but if a Power List from the Fantasy Companion doesn't list both, their Trappings preclude the caster from using the unlisted effect.</span></span></div>
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<span style="background-color: rgba(255 , 255 , 255 , 0); font-family: inherit;">In addition to the original 16 powers available, add the following 10 powers: <i>banish</i>, <i>bless/curse</i>, <i>blind</i>, <i>concentrate</i>, <i>divination</i>, <i>drain power points</i>, <i>legerdemain</i>, <i>slumber</i>, <i>succor</i>, and <i>summon ally</i>.</span><br />
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<b><span style="font-family: inherit;">God of Justice</span></b></span><br />
<span style="font-family: inherit;">In addition to the original 19 powers available, add the following 15 powers: <i>analyze foe</i>, <i>banish</i>, <i>bless/curse</i>, <i>blind</i>, <i>concentrate</i>, <i>confusion</i>, <i>divination</i>, <i>drain power points</i>, <i>intangibility</i>, <i>legerdemain</i>, <i>mind reading</i>, <i>slow</i>, <i>succor</i>, <i>summon ally</i>, and <i>warrior's gift</i>.</span><br />
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<b><span style="font-family: inherit;">God of Knowledge</span></b></span><br />
<span style="font-family: inherit;">In addition to the original 19 powers available, add the following 14 powers: <i>analyze foe</i>, <i>banish</i>, <i>bless/curse</i>, <i>concentrate</i>, <i>confusion</i>, <i>darksight</i>, <i>divination</i>, <i>drain power points</i>, <i>farsight</i>, <i>legerdemain,</i> <i>mind reading</i>, <i>succor</i>, <i>summon ally</i>, and <i>wall walker</i>.</span><br />
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<b><span style="font-family: inherit;">God of Nature</span></b></span><br />
<span style="font-family: inherit;">In addition to the original 23 powers available, add the following 18 powers: <i>banish</i>, <i>bless/curse</i>, <i>burst</i>, <i>concentrate</i>, <i>confusion</i>, <i>damage field</i>, <i>darksight</i>, <i>divination</i>, <i>drain power points</i>, <i>draining touch</i>, <i>growth/shrink</i>, <i>havoc</i>, <i>intangibility</i>, <i>jet</i>, <i>pummel</i>, <i>succor</i>, <i>summon ally</i>, and <i>wall walker</i>.</span><br />
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<b><span style="font-family: inherit;">God of the Sea</span></b></span><br />
<span style="font-family: inherit;">In addition to the original 21 powers available, add the following 16 powers: <i>banish</i>, <i>bless/curse</i>, <i>concentrate</i>, <i>confusion</i>, <i>darksight</i>, <i>divination</i>, <i>drain power points</i>, <i>draining touch</i>, <i>havoc</i>, <i>intangibility</i>, <i>legerdemain</i>, <i>pummel</i>, <i>slow</i>, <i>succor</i>, <i>summon ally</i>, and <i>warrior's gift</i>.</span><br />
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<b><span style="font-family: inherit;">God of the Sun</span></b></span><br />
<span style="font-family: inherit;">In addition to the original 24 powers available, add the following 17 powers: <i>banish</i>, <i>bless/curse</i>, <i>blind</i>, <i>concentrate</i>, <i>confusion</i>, <i>damage field</i>, <i>divination</i>, <i>drain power points</i>, <i>farsight</i>, <i>growth/shrink</i>, <i>havoc</i>, <i>jet</i>, <i>legerdemain</i>, <i>pummel</i>, <i>succor</i>, <i>summon ally</i>, <i>warrior's gift</i>.</span><br />
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<b><span style="font-family: inherit;">God of Thieves</span></b></span><br />
<span style="font-family: inherit;">In addition to the original 20 powers available, add the following 17 powers: <i>analyze foe</i>, <i>banish</i>, <i>blind</i>, <i>concentrate</i>, <i>confusion</i>, <i>darksight</i>, <i>disguise</i>, <i>divination</i>, <i>drain power points</i>, <i>farsight</i>, <i>growth/shrink</i> (shrink only), <i>intangibility</i>, <i>legerdemain</i>, <i>mind reading</i>, <i>slumber</i>, <i>succor</i>, <i>wall walker</i>.</span><br />
<span style="font-family: inherit;"><span style="font-family: inherit;"><br /></span>
<b><span style="font-family: inherit;">God of War</span></b></span><br />
<span style="font-family: inherit;">In addition to the original 19 powers available, add the following 13 powers: <i>bless/curse</i> (Strength, Vigor, and combat skills only), <i>blind</i>, <i>damage field</i>, <i>divination</i>, <i>drain power points</i>, <i>farsight</i>, <i>growth/shrink</i> (growth only), <i>havoc</i>, <i>jet</i>, <i>pummel</i>, <i>slow</i>, <i>summon ally</i>, <i>warrior's gift</i>.</span><br />
<span style="font-family: inherit;"><span style="font-family: inherit;"><br /></span>
<b><span style="font-family: inherit;">Arcane Background (Alchemy)</span></b></span><br />
<span style="font-family: inherit;">In addition to the original 18 powers available, add the following 18 powers: <i>blind</i>, <i>concentrate</i>, <i>confusion</i>, <i>damage field</i>, <i>darksight</i>, <i>disguise</i>, <i>draining touch</i>, <i>farsight</i>, <i>growth/shrink</i>, <i>intangibility</i>, <i>legerdemain</i>, <i>puppet</i>, <i>slow</i>, <i>slumber</i>, <i>succor</i>, <i>telekinesis</i>, <i>wall walker</i>, <i>warrior's gift</i>.</span><br />
<span style="font-family: inherit;"><b>> Additional Targets:</b> For powers that grant the option to affect additional targets for additional Power Points, the GM may allow this to instead be additional potions from the same “batch.” This allows for a single Alchemy roll for multiple potions of these powers. Remember that this also affects the cost to maintain the power after it has been consumed as well. [This is per a suggestion on the now-defunct Savage Worlds forum; I'll link to the post if I can find it in the archives later.]</span><br />
<span style="font-family: inherit;"><span style="font-family: inherit;"><br /></span>
<b><span style="font-family: inherit;">Arcane Background (Troubadour)</span></b></span><br />
<span style="font-family: inherit;">The Troubadour Edge in the Fantasy Companion always seemed odd to me. It almost tries to function as the Adept Edge by changing the nature of the Background, but the Troubadour Edge takes it an extra step further by requiring a different arcane skill and removing Sins in favor of Strain.</span><br />
<span style="font-family: inherit;">From the Edge itself:</span><br />
<blockquote class="tr_bq">
<span style="font-family: inherit;">"Despite using the rules for Arcane Background (Miracles), Troubadours typically don’t worship a specific deity for their power. They believe in the power of the arts, so their Arcane Skill is Perform (Spirit) instead of Faith."</span></blockquote>
<span style="font-family: inherit;">Considering its requirements (Arcane Background (Miracles) and Perform d6+), this creates an odd scenario where to take the Edge at character creation, that requires two entire Edges for effectively a normal Arcane Background. Additionally, taking the Edge <i>after</i> character creation is almost worse, as the character is affected by Sins until he takes the Edge, and must still use a Faith die which becomes useless after the Edge is taken: either he cannot reliably cast spells until he takes Troubadour by neglecting Faith, or he invests in Faith but the Edge and now never has a use for the Faith die again.</span><br />
<span style="font-family: inherit;"><span style="font-family: inherit;"><br /></span>
<span style="font-family: inherit;">Instead, I use Troubadours as their own Arcane Background, the rules for which I've listed below:</span></span><br />
<span style="font-family: inherit;"><span style="font-family: inherit;"><br /></span>
<span style="font-family: inherit;"><b>Arcane Skill:</b> Perform (Spirit)</span></span><br />
<span style="font-family: inherit;"><b>Starting Power Points:</b> 10</span><br />
<span style="font-family: inherit;"><b>Starting Powers:</b> 2</span><br />
<span style="font-family: inherit;"><b>Spell List:</b> <i>armor</i>, <i>banish</i>, <i>barrier</i>, <i>beast friend</i>, <i>bless/curse</i>, <i>blind</i>, <i>bolt</i>, <i>boost/lower trait</i>, <i>concentrate</i>, <i>confusion</i>, <i>deflection</i>, <i>detect/conceal arcana</i>, <i>disguise</i>, <i>dispel</i>, <i>drain power points</i>, <i>elemental protection</i>, <i>entangle</i>, <i>environmental protection</i>, <i>farsight</i>, <i>fear</i>, <i>havoc</i>, <i>healing</i>, <i>intangibility</i>, <i>invisibility</i>, <i>light/obscure</i>, <i>pummel</i>, <i>puppet</i>, <i>quickness</i>, <i>slow</i>, <i>slumber</i>, <i>speed</i>, <i>speak language</i>, <i>stun</i>, <i>succor</i>, <i>teleport</i>, <i>wall walker</i>, <i>warrior's gift</i>.</span><br />
<span style="font-family: inherit;">Troubadors are traveling entertainers who bring news and amusement to people across the land. They use the same system for Strain (Backlash) and for "mundane" uses of the Perform skill as listed under the now-defunct Troubadour Edge in the Fantasy Companion (page 7). Their Power List contains 37 powers.</span><br />
<span style="font-family: inherit;"><span style="font-family: inherit;"><br /></span>
<span style="font-family: inherit;">——————————————————————————————</span></span><br />
<span style="font-family: inherit;"><span style="font-family: inherit;"><br /></span>
<span style="font-family: inherit;">I hope you guys like this kind of "Insights and Ideas" content; I'm hoping to do more in the future. If you have any thoughts, comments, whatever, leave a comment, and feel free to join up in the Savage Worlds Discord channel; I'd love to see some new blood come in sometime!</span></span><br />
<span style="font-family: inherit;">—DoctorBoson</span></div>
doctorbosonhttp://www.blogger.com/profile/11052086497091238082noreply@blogger.com0tag:blogger.com,1999:blog-7546010465977061586.post-68333272469831569412017-03-10T15:30:00.001-06:002017-03-10T15:40:32.131-06:00Percy de Rolo—Human GunslingerAfter <i>finally</i> catching up on <a href="http://geekandsundry.com/shows/critical-role/">Critical Role</a>, and getting swamped with university work, I've finally finished the first of what I hope to be another good series of characters. I've had to basically learn all of 5th edition D&D and how all of the systems and monsters interact. For the little bit of magic referenced in this write-up, I use my own <a href="https://docs.google.com/document/d/1o80r_rucRn6wdl99PRHPpIpQB9VJAQobXvhIZ0YUz_s/edit?usp=sharing"><i>Savage 5e D&D magic system</i></a> (for the sake of accuracy), which is heavily inspired by Zadmar's <i><a href="http://www.godwars2.org/SavageWorlds/SavageVancianMagic.pdf">Savage Vancian Magic</a></i>.<br />
<br />
<span style="font-size: large;"><b>Spoilers for Critical Role (Episodes 1–89) below</b></span><br />
<br />
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<br />
<b>Name:</b> Percival Fredrickstein Von Musel Klossowski de Rolo III<br />
<b>Race:</b> Human<br />
<b>Experience:</b> 130 (Legendary)<br />
Agility d10; Smarts d12; Spirit d8; Strength d6; Vigor d8<br />
Pace 6; Parry 5; Charisma 2; Toughness 8 (2)<br />
<b>Hindrances:</b> Arrogant, Bad Eyes (m), Enemy (Orthax), Loyal.<br />
<b>Edges:</b> Accurate Attack (Shooting), Dead Shot, Elan, Gunsmith, Hip-Shooting, Jack-of-All-Trades, Magic Initiate (Warlock), Marksman, Musketeer, Noble, Quick, Quick Draw.<br />
<b>Skills:</b> Boating d4, Fighting d6, Knowledge (Engineering) d8, Knowledge (History) d6, Knowledge (Metallurgy) d8, Notice d6, Persuasion d6, Repair d8, Shooting d12, Stealth d6.<br />
<b>Cantrips:</b> <i>Become friends</i>; <i>minor illusion</i>.<br />
<b>Novice Spells (1/day):</b> <i>Curse</i>.<br />
<b>Languages:</b> Common, Celestial, Elvish.<br />
<b>Inventory:</b> Boots of Spider Climbing (1 hour), Cabal's Ruin [Attunement] (+2 to resist magical effects; when affected by a spell, the character may spend a benny (if used against a damaging spell, this also counts as a free Soak roll) to swallow the spell and gain 2 charges per Spell Rank up to 10: every 2 charges spent adds +1 electric damage on a physical attack), Dragontooth Necklace (pulses when allies with other necklaces from this set are Incapacitated), Earring of Whisper, Glasses, Gloves of Missile Snaring [Attunement] (Ranged Defender Edge), Gunsmith's Tools, Mithril Chain Shirt (Armor +2, torso only), Bad News (10/20/40, 2d8, Min Str d6, 2 action reload) with Scope (negates 2 points of ranged penalties) and an enchanted "flashlight" opal, Diplomacy (Vigor roll or Incapacitated; Vigor every round to recover, burns out with a 1 on the Fighting die), Dragonslayer Longsword [Attunement] (Str+d8+1, Fighting rolls +1, additional +4 damage vs dragons), Retort (5/10/20, 2d6+1, 4 shots, blackpowder revolver, 2 actions to reload per barrel), Animus [Attunement] (5/10/20, 2d6+3, 6 shots, blackpowder revolver, 2 actions to reload per barrel, user is Shaken with a 1 on the Shooting die).<br />
<br />
Percy's backstory is best relayed through the character biography Taliesin (Percy's player) wrote, which preceded the early episodes of Critical Role:<br />
<blockquote class="tr_bq">
<blockquote class="tr_bq">
"Percy was the third child of seven children, born to a noble family who lived far to the north in the ancient castle of Whitestone. With so many siblings to share the burdens of lordship, Percy turned his attention to the sciences, engineering, and naturalism.</blockquote>
<blockquote class="tr_bq">
One day, a mysterious couple, named Lord and Lady Briarwood, came to court. During a feast held in their honour, the Briarwoods violently took control of the castle, killing or imprisoning everyone who would stand in their way.</blockquote>
<blockquote class="tr_bq">
Percy awoke chained in the dungeon, only to be freed by his younger sister. Together they fled, chased by the Briarwoods' men. As they ran, Percy's sister took several arrows to the chest and fell. Percy kept running, eventually jumping into a freezing river and floating unconscious to freedom. He did not remember waking up on a fishing boat. He barely remembered the next two years, as he slowly made his way as far south as possible.</blockquote>
<blockquote class="tr_bq">
Then one night, Percy had a dream. A roaring cloud of smoke offered him vengeance against those who destroyed his family. When he awoke, Percy began to design his first gun."</blockquote>
</blockquote>
Percy was rescued by the rest of the party of Vox Machina from a prison cell in Stillben after he attempted to murder a woman named Anna Ripley, who was connected to the Briarwoods. Since then, he has traveled with them, fighting trolls, dragons, demons, dread lords, beholders, and other vile monstrosities with his family.<br />
<br />
After leading an uprising in Whitestone and assassinating the Briarwoods with the assistance of his friends, Vox Machina returned to the capital of Emon to witness the attack of the Chroma Conclave, and subsequently set out to dismantle the Conclave piece-by-piece. After nearly a month and a half of nonstop conflict, uprisings, alliances, worldly travel, and vestige hunting, the party only recently put down the last of the Chroma Conclave. Now, they journey forward as the heroes of the land.<br />
<br />
Percival is an extremely talented engineer and inventor, building up bizarre and unique gadgets from a taser glove to inventing the first firearms (of which he is quite proficient). However, his inspiration for the latter appears to have been the product of a shadow demon named Orthax, who also granted Percy limited magical abilities—Orthax has since been banished, having possessed Ripley before Vox Machina murdered her to avenge Percy after his first "death."<br />
<br />
Percy is also a self-professed nerd, having deeply studied history and engineering, as well as dabbling in just about everything. While his intellect can sometimes go to his head, deep down he is a kind soul who would do anything to help his friends.<br />
<br />
————————————————————————————————————————<br />
<br />
As far as a purely Savage Worlds Percy goes, I would simply replace "Magic Initiate" with No Mercy (#nomercypercy), and change Cabal's Ruin to absorb Power Points on a 1:1 basis, and expending 2 adds +1 to Percy's next attack roll. Otherwise, Percy is already one of the characters most suited to Savage Worlds with the removal of his few spells.<br />
<br />
He can fire off a few less shots per round, but that's balanced out by doing tons of damage (for a fantasy setting) and also more realistic—blackpowder weapons are not fast weapons and magazines weren't a thing for them until fairly recently.<br />
<br />
————————————————————————————————————————<br />
<br />
Now that I've finally caught up to Critical Role, I'm able to going to start pumping out Savaged Critical Role characters—and even Savaged D&D 5e characters on the whole if I found some interesting ones. Anyways, if you have any question, comments, or criticisms (either of the build or of D&D on the whole), let me know down below.<br />
—DoctorBosondoctorbosonhttp://www.blogger.com/profile/11052086497091238082noreply@blogger.com0tag:blogger.com,1999:blog-7546010465977061586.post-47673762694732075272016-09-18T11:00:00.000-05:002016-10-17T22:52:30.979-05:00Tiberius Stormwind—Draconic SorcererSo, I've been rather quiet here for the last few months on here. I've gotten some writer's block on the Savaging of things (currently flip-flopping between the posts on the Fighting skill and on Investigative skills), but while I've been procrastinating I've started watching <a href="http://geekandsundry.com/shows/critical-role/">Critical Role</a>, a show where a bunch of professional voice actors play Dungeons and Dragons 5th edition.<br />
<br />
While I'm one of the last to enjoy the weird, overly complex magic rules, game-y and inorganic combat system, and fairly restrictive class system that runs to the core of D&D, this show is <i>amazing</i>, and the players are all amazing roleplayers. As such, I couldn't help getting sucked into the fun. And whenever that happens, I inevitably end up Savaging whatever I see as well.<br />
<br />
I'm still catching up, on Episode 29 right now, but with the departure of Tiberius—Orion Acaba's character—from the adventures of Vox Machina, I figured he'd be worth writing up and posting, so the blog has some more content while I try and figure out how to continue my How To: Savage Everything series or procrastinate and update older characters instead.<br />
<br />
While working on these characters, I used a hybrid between Zadmar's <a href="http://www.godwars2.org/SavageWorlds/SavageVancianMagic.pdf"><i>Savage Vancian Magic</i></a> supplement, as well as my own <i><a href="https://docs.google.com/document/d/1iKTjUr20UUi7vLDehR9AzPwnCw5NKmfKorrls_fRPrQ/edit?usp=sharing">Savage Dungeons and Dragons</a></i> document that makes changes to several Edges, adds some new ones, and provides stats for the races found in D&D and Pathfinder. I won't be explaining how they work in the bio below, so you'll want to skim through those to get a good idea of what everything does.<br />
<br />
<span style="font-size: large;"><b>Spoilers for Critical Role (Episodes 1–28 below)</b></span><br />
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<tr><td class="tr-caption" style="text-align: center;">Art by <a href="http://www.mikandii.com/photo-manipulation.html">Mikandii</a></td></tr>
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<br />
<b>Name:</b> Tiberius Stormwind<br />
<b>Race:</b> Dragonborn<br />
<b>Experience:</b> 70 (Heroic)<br />
Agility d8; Smarts d6; Spirit d10; Strength d6; Vigor d8<br />
Pace 6; Parry 5 (1); Charisma 0; Toughness 9 (2)<br />
<b>Hindrances:</b> Arrogant, Bad Eyes (m), Big Mouth, Loyal, Outsider, Obligation (m—dragonborn clan), Vow (m—collect his artifacts)<br />
<b>Edges:</b> Draconic Ancestry, Heroic Sorcerer, Size +1, Noble, Arcane Lineage, Dragon's Breath, Enchant Minor Items, Quickened Caster, Potent Caster<br />
<b>Skills:</b> Fighting d4, Intimidation d8, Investigation d6, Knowledge (Arcana) d8, Knowledge (History) d6, Persuasion d8, Sorcery d12.<br />
<b>Power Points (Breath Attack only):</b> 5<br />
<b>Cantrips:</b> Control Flames, Light, Telekinetic Touch, Unerring Strike.<br />
<b>Novice Spells:</b> Feather Fall, Glamour, Invisibility, Ray of Heat, Sphere of Silence.<br />
<b>Seasoned Spells:</b> Combat Invisibility, Fireball, Flight, Obelisk of Stone, Rockskin.<br />
<b>Veteran Spells:</b> Glacial Blast, Improved Dispel Magic, Telekinesis, Teleportation Circle.<br />
<b>Languages:</b> Common, Draconic, Dwarvish.<br />
<b>Inventory:</b> Glasses, Cloak of Displacement (–2 to hit as long as you are not Shaken, Incapacitated, or restrained in any way), Circlet of Concentration (+2 to rolls for Concentration), Ring of Holding (1 additional Novice/Seasoned spell per day), Ring of Protection (Armor +2), Surge Blade (two-bladed spear—Str+d6, Parry +1, Reach 1, 2 hands), Earring of Whisper, Bottle of Infinite Air, Decanter of Endless Water, Deck of Illusions, Bag of Holding.<br />
<b>Bag of Holding:</b> The Mending Wheel, 8× knife (Str+d4), mini-crossbow (6/12/24, 2d4, AP 1), 20× mini bolts, Immovable Rod (8,000 pound capacity; Strength –4 to move 2" per round), Scroll of Telescription, Dust of Illusion, vicious short sword (Str+d6, damage +1 on a raise), 20× wooden stakes, canteen, 35× mirrors, Wand of the War Mage (ignore up to 2 points of penalties for cover or called shots with spells).<br />
<br />
Tiberius' backstory is best described in short order by the character bio provided by his player, which preceded the early episodes of Critical Role:<br />
<blockquote class="tr_bq">
"Greetings and salutations. I am Tiberius Stormwind. I hail from a town called Ty'rex, located in the heart of Draconia, born from a politically respected family.</blockquote>
<blockquote class="tr_bq">
"At the age of 15, I succeeded in passing the Sorcerer's Rite, showing prodigy-like control of my magic. The judges and the Draconian high council were amazed at how powerful my spells were for how long I had been training. At 20 years old, I was the youngest appointed member of the magic guild in Draconian history. For the next few years, I almost went mad from the malaise of being a guild member, as it's rather boring.</blockquote>
<blockquote class="tr_bq">
"However, one day I happened upon a chamber, unused for quite some time. In the room were stacks of books and maps of the surrounding cities and areas around the known world. For months I would frequent the chamber, and learned of artifacts from legend. After a long period of research, I made a list of artifacts that caught my eye. I brought these findings to the high council and was told that all of the information in the chamber I had stumbled upon was either believed to be fiction, or unsolvable mysteries, and hence were lost forever. I found those answers to be unacceptable. </blockquote>
<blockquote class="tr_bq">
"A year later I devised a ruse and managed to convince the city council to lend me support in me leaving Draconia on a mission of peace and diplomacy for the surrounding kingdoms. Going from town to town and making friends and allies, in and for the name of Draconia. Being a red dragonborn, I had quite the task on my hands in that respect, but that was exactly what I needed, so I could explore the world and find these artifacts, as I felt the truth was out there.</blockquote>
<blockquote class="tr_bq">
"Some may describe me as buffoonish, but I say poppycock to all that. I am much sharper than most give me credit for. I just don't... pay attention to things sometimes. I've also been known to be rather cunning, loyal, happy-go-lucky, and well, dangerous. I can't help but show my true scales every now and then. But overall, I think I'm quite friendly for a dragonborn."</blockquote>
Tiberius is a powerful—yet fairly absent-minded—dragonborn sorcerer, who joined the adventuring group Vox Machina (then known as Super High-Intensity Team—the name was later changed for obvious reasons) while on his journey to find the fabled artifacts in the lands outside of Draconia. He accompanied and risked his life with this group several times, and even acquiring one of his artifacts (the Mending Wheel) along the way—but trading away a "piece of his luck" for it. The meaning of this is of yet unclear.<br />
<br />
He, along with Vox Machina, have faced demiliches, dragons, dark necromatic magics, demons, dread lords, even a beholder, and for all of their services for the land and to the kingdom of Emon, they were bestowed fame and a small castle called Greyskull Keep. It has been a long couple years for Vox Machina, and they continue to adventure and save as many as they can.<br />
<br />
Tiberius, however, eventually leaves Vox Machina behind for yet unknown reasons, attempting to prepare further for the assault on the Briarwoods, the evil family that overthrew the family of one of his fellow party members, Percival.<br />
<br />
Tiberius, as a sorcerer, has access to a rather "limited" (by d20 terms) selection of spells; he can cast up to 6 of each rank per day. While he can likely cast spells at Heroic rank as well, he has yet to utilize any of those, as he departed before he was able to acquire those levels of spells in his D&D iteration. He is an extremely fast and powerful caster, an exceptional talker, and far more intimidating than most might expect.<br />
<br />
His young age and burial in work in the draconic magic guild, however, has done little to help his actual wisdom—while he plays up his buffoonishness to throw strangers off, some of it is simply hard-wired: he routinely speaks out of turn and says whatever comes to his mind, and tends to carry himself with an air of arrogance over his mastery of the magic arts. Deep down, however, he is deeply loyal to his friends, and he will easily and thoughtlessly risk everything to save his friends if they get into trouble.<br />
<br />
———————————————————————————————————————<br />
<br />
Just for giggles, I decided to make the character using the Savage Worlds powers system rather than Vancian magic, just for proof of concept to see if this would work to recognizably recreate the character. This is not an entirely accurate representation of the character—that's up above—but it <i>is</i> a far, far easier version to play and manage without dealing with "spell slots" and other poppycock.<br />
<br />
<b>Name:</b> Tiberius Stormwind<br />
<b>Race:</b> Dragonborn<br />
<b>Experience:</b> 70 (Heroic)<br />
Agility d8; Smarts d6; Spirit d10; Strength d6; Vigor d8<br />
Pace 6; Parry 5 (1); Charisma 0; Toughness 9 (2)<br />
<b>Hindrances:</b> Arrogant, Bad Eyes (m), Big Mouth, Loyal, Outsider, Obligation (m—dragonborn clan), Vow (m—collect his artifacts)<br />
<b>Edges:</b> Arcane Background (Sorcery), Draconic Ancestry, Size +1, Charismatic, Dragon's Breath, Enchant Minor Items<br />
<b>Skills:</b> Fighting d4, Intimidation d8, Investigation d6, Knowledge (Arcana) d8, Knowledge (History) d6, Persuasion d8, Sorcery d12.<br />
<b>Power Points (Breath Attack only):</b> 5<br />
<b>Power Points:</b> 15<br />
<b>Spells:</b> <i>Armor</i> (stone skin), <i>blast</i> (fireball), <i>dispel</i>, <i>fly</i>, <i>invisibility</i>, <i>light/obscure</i>, <i>telekinesis</i>.<br />
<b>Languages:</b> Common, Draconic, Dwarvish.<br />
<b>Inventory:</b> Glasses, Cloak of Shadows (–2 to hit), Cap of Concentration (+2 to rolls for Concentration), Ring of Protection (Armor +2), Ring of Storing (<i>slow</i>), Surge Blade (two-bladed spear—Str+d6, Parry +1, Reach 1, 2 hands), Earring of Whisper, Bottle of Infinite Air, Decanter of Endless Water, Deck of Illusions, Bag of Holding, Scroll of Blight (<i>draining touch</i>).<br />
<b>Bag of Holding:</b> The Mending Wheel, 8× knife (Str+d4), mini-crossbow (6/12/24, 2d4, AP 1), 20× mini bolts, Immovable Rod (8,000 pound capacity; Strength –4 to move 2" per round), Scroll of Telescription, Dust of Illusion (<i>disguise</i>), vicious short sword (Str+d6+1), 20× wooden stakes, canteen, 35× mirrors, Wand of Mini-Fireballs (<i>bolt</i>).<br />
<br />
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<br />
Hopefully I can continue to work on the characters of Vox Machina, and port them into Savage Worlds. One of my favorite things about the system is due to it's modularity, you can compare the capabilities of characters from any medium and setting to any others, and I definitely want to see how the party shapes up against the many, many other characters I've worked on—some of which are even voiced by the actors that created these D&D characters.doctorbosonhttp://www.blogger.com/profile/11052086497091238082noreply@blogger.com0tag:blogger.com,1999:blog-7546010465977061586.post-78413684568129128302016-07-31T08:10:00.002-05:002016-07-31T08:10:37.337-05:00How to: Savage Everything, Part Four—Social SkillsWhile some of the most famous characters of the many Savage Worlds are fierce warriors, incredible marksmen, and even some powerful sorcerers, some of the greatest unsung heroes are the ones that kept fights from breaking out in the first place. Manipulating allies and enemies alike fall into a trio of skills: Intimidation, Persuasion, and Taunt. These three, in addition to a few Edges and Setting Rules, have the potential to be some of the most history-altering skills of anything else.<br />
<br />
Don't worry, we'll cover combat skills and more action oriented skills later. Here's some previous posts that I've made in this series (and we have a long way to go; probably around 10 more for Skills alone).<br />
<br />
<a href="http://savageit.blogspot.com/2016/05/how-to-savage-everything-part-onesetup.html">Part 1—Setup</a><br />
<a href="http://savageit.blogspot.com/2016/05/how-to-savage-everything-part-twotraits.html">Part 2—Attributes</a><br />
<a href="http://savageit.blogspot.com/2016/06/how-to-savage-everything-part.html">Part 3—Skills [Boating, Climbing, Driving]</a><br />
<br />
A caveat I want to add that I don't know if I made clear in the previous post: the aforementioned "Active Skills," while active and require a skill roll to use, do not necessarily <i>require the skill</i> to be performed: you may still be Unskilled and attempt a Shooting roll (and Active Skill), for instance.<br />
<br />
Let's also refresh on the rules for Tests of Will: it's an opposed roll that grants you a +2 on your next action against the target (no matter how many turns or cards go between these actions, distinguishing them from Tricks). With a raise, it also shakes the target as well. This is also assumed to have situational bonuses for very on-point digs or intimidating techniques (and appears to assume to be capped at +2).<br />
<br />
Lastly, a refresher on the <b>Reaction Table</b>: these are the levels of cooperation an NPC can have towards a PC <i>or an idea</i>. A character that is Friendly, for example, would almost certainly be Hostile to the idea of harming his family. Whenever using Intimidation or Persuasion, all it can do is to move a character a couple of places along this track. For a refresher, the levels are "Hostile," "Uncooperative," "Neutral," "Friendly," and "Helpful."<br />
<br />
With all that out of the way, let's jump in!<br />
<br />
<b>Intimidation [Active]:</b> "Frightening an opponent through force of will, threats, or just really big guns." Narratively, this does exactly what it sounds like: intimidate people. Of course, the book only outlines a single use of this skill: the Test of Will. This is a combat action, however: if you intimidate someone, they're going to try and stay the fuck away from you because they have a not-unreasonable chance of landing a solid attack on your with that +2. This does <i>not</i> account for the social side of things, of which there are 2: interrogations, and forcing cooperation.<br />
<br />
The Interrogation Setting Rule that is the most streamlined and well-integrated is found in <i>Deadlands: Noir</i>. The basic gist of it is that the rules are basically a special case of the Social Conflict rules, where you make your rolls opposed by the target's Spirit: the number of total successes and raises you get determines how successful the interrogation was. If the setting you're Savaging from supports it, this is an <i>incredible</i> judge of a characters' Intimidation capabilities.<br />
<br />
Forcing cooperation is probably best put into mechanics by <a href="http://savage-stuff.blogspot.com/2016/01/using-intimidation-outside-of-combat.html">Zadmar</a>: one minute of interaction and an Intimidation roll opposed by their Spirit cooperates as though they were "Friendly" (as though they were Persuaded) as long as they're under your influence, as well as a little while after with a Raise. The next time they see you, they're Uncooperative, or Hostile if they were already Uncooperative. Failing this roll moves them down a level on the Reaction Table.<br />
<br />
An important thing to remember with regards to the specific die type of Intimidation: Intimidation is <i>always opposed</i>. That means the Intimidation score of your character is based wholly off of the Spirit of the opposing character: there are a couple of caveats to this though:<br />
<b>> The Wild Die:</b> If you are a Wild Card with the Intimidation skill, your Wild Die means that you are always more likely to Intimidate Extras because you roll two dice rather than one. In addition, as far as Extras go, you have somewhere like a 60% chance of success if you have a d6 in the skill (due to the Wild Die) vs their average d6 in Spirit (with no Wild Die). So, effectively, Wild Cards are almost always more Intimidating and less likely to be Intimidated.<br />
<br />
<b>Persuasion [Active]:</b> "Convincing others to do what you want them to do." Another skill that does exactly what it says on the tin: Persuasion allows you to get people onto your side. This means convincing them to lower the prices of their goods, lend you a helping hand, or even in Social Conflicts in the courtroom or in the presence of a high council. This, unlike Intimidation, is <i>not</i> usually opposed, <i>and</i> it adds your Charisma to the roll. With a decent bit of Charisma and a reasonable Persuasion skill, it's very easy to consistently persuade people to your side.<br />
<br />
Unfortunately, failing this roll means that the NPCs mood moves <i>down</i> a spot on the Reaction Table, so people that talk <i>a lot</i> and people generally don't get angry at him for doing so <i>probably</i> has at least one Charisma-increasing Edge.<br />
<br />
With regards to Charisma, by the way: always remember that Attractive and Very Attractive are only really applicable if it's actually built into the character, <i>not the actor they're portrayed by</i>. A character only has these if it's acknowledged <i>in-universe</i> that they're good-looking. The more people that identify this, the more likely the character has the Edge: Ellen Page is pretty attractive, but if her character's husband is the only person to ever acknowledge this or be influenced by this, that character may not have the Edge.<br />
<br />
Again, Persuasion <i>only</i> moves people around on the Reaction Table, and is not <i>mind control</i>. Do <i>not</i> treat this as mind control.<br />
<br />
Another use for Persuasion is bartering (opposed Persuasion vs Smarts to lower the price of an item by a small percentage), and lying (Persuasion vs Notice). Bartering is more of an in-game thing, as that's not normally the kind of thing shown onscreen, but very good liars tend to have at least a little bit of Persuasion and/or Charisma. Lastly, it can be used in Interrogations, opposed by the target's Spirit in the Social Conflict.<br />
<br />
As a side note, when Savaging things, Persuasion <i>can</i> be used against other characters in the show/movie/book that might be considered a Player Character, even though the rules says it doesn't work that way. The only reason it doesn't work that way is so you don't have an awful player come in and start trying to convince the party to become his personal slaves.<br />
<br />
<b>Taunt [Active]:</b> Probably the least useful of the three, Taunt is getting under someone's skin and throwing off their concentration. In combat, it functions like Intimidation except against an opponent's Smarts, and against certain enemies it may even cause them to be distracted and go after you rather than their current target (although that's a far more rare corner case).<br />
<br />
Taunt doesn't have much of a use outside of combat except for one: Interrogations. Like Intimidation and Persuasion, Taunt can be used to trick someone into revealing information that they otherwise wouldn't (most famously in modern pop culture in <a href="https://youtu.be/XfvPTo6HKzU">this scene</a> from the Avengers), opposed by the target's Smarts. Otherwise, it's subjectively up to the GM to decide its usage: perhaps you'd use it to draw away a rabble of guards by the gate, or simply to get someone off your back.<br />
<br />
It's honestly one of the more niche skills of the three here, but it still very much has its place.<br />
<br />
As a corollary, remember that Taunt isn't <i>just</i> getting under someone's skin or being annoying, or smarmy, or an asshole: it's doing it with an actual benefit to yourself (either in combat or in weird corner cases). And, as with Intimidation, this <i>is</i> opposed at all times, while Persuasion is generally not.<br />
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<br />
I know this took a <i>long</i> time to pop out, but I've been busy these last couple months. I'm going to try and increase my savaging activity as much as I can, but before I go, let's take a look at our good friend Inigo again:<br />
<br />
Inigo isn't the most social of characters, but he <i>does</i> have an irresistible charm and good manners, which he uses a couple of times, convincing the Dread Pirate Roberts to trust him long enough to toss a rope down a cliff to him early on in the movie, and later trying to get the miracle man to help his friend (although that second time, it wasn't enough to get the guy to help: probably went from Uncooperative to Neutral).<br />
<br />
He is, however, quite the scary man: with the massive Fezzik backing him up, he scares the crap out of a guard to cooperate with him, <i>and</i> he freaks the hell out of the 6-fingered man with a hell of an Intimidation roll near the end of the movie; that warrants the d6 all on its own.<br />
<br />
<b>Name:</b> Inigo Montoya<br />
<b>Race:</b> Human<br />
<b>Experience:</b><br />
Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d6<br />
Pace 6; Parry —*; Charisma 0; Toughness 5<br />
<b>Skills:</b> Boating d6, Persuasion d4, Intimidation d6<br />
<i>*Parry not listed due to not listing Fighting yet</i><br />
<br />
As always, leave questions and comments and complaints about how long between posts I take below.<br />
—DoctorBosondoctorbosonhttp://www.blogger.com/profile/11052086497091238082noreply@blogger.com1tag:blogger.com,1999:blog-7546010465977061586.post-19043382674393102482016-06-11T20:51:00.003-05:002016-07-03T01:26:18.332-05:00How to: Savage Everything, Part Three—Skill Musings and Boating, Climbing, and DrivingIt's been a little while, but I'm back at it with my next entry in the series. While last time we tackled some of the tough parts of dealing with Attributes, this time, we hit Skills. I'll leave a link to the previous posts on the subject below, and then we'll hop right into it.<br />
<br />
<a href="http://savageit.blogspot.com/2016/05/how-to-savage-everything-part-onesetup.html">Part 1—Setup</a><br />
<a href="http://savageit.blogspot.com/2016/05/how-to-savage-everything-part-twotraits.html">Part 2—Attributes</a><br />
<br />
Now, before we get too far into it, one of the most important things that we need to know is that you <i>have</i> to be careful to not fall for semantics traps. This goes beyond just skills and applies to the system <i>as a whole</i>.<br />
<blockquote class="tr_bq">
<b>Rule:</b> Do <i>not</i> just chalk up a maneuver or skill to its name: seek out what its mechanics are. Just because someone can sweep the legs out from under someone else <i>doesn't</i> mean that they have the Sweep Edge—in fact, a sweep like that would more be a Called Shot (where the target must make a Strength roll vs the damage or go Prone). The Sweep Edge specifically hits everything adjacent to you: so sweeping the legs out from <i>everyone around you</i> would definitely qualify for the Sweep Edge.</blockquote>
I'll cover this in more detail as we go in below, but it's <i>really important</i> to not just give someone an ability because the name matches if the mechanics don't follow through. With that out of the way, let's get into the big thing: skills.<br />
<br />
<span style="font-size: large;"><b>Step Three: Skills</b></span><br />
Savage Worlds is an extremely light system. I believe there are a total of 18 skills, something like that, and each skill only has a paragraph or two detailing their use. While these broad skill categories can be a blessing, it also makes it very difficult to both judge what some kinds of borderline skills, and to judge what the difference is between die types of skills.<br />
<br />
One important thing to keep in mind is that Skills are <i>far</i> more focused than Attributes. While a single Attribute can cover a <i>lot</i> of things (such as Vigor being used for Toughness, Soak Rolls, healing rolls, holding breath, poisons/disease, Fatigue, and several monstrous abilities), skills only cover a couple of common tasks (Investigation is finding information in libraries and online, while Streetwise is finding information on the streets and through contacts) that are likely to come up fairly often.<br />
<br />
Remember, of course, that skill <i>rolls</i> are only important in high-stress, high-octane situations. Most people in modern settings can drive, for example: that's simply Common Knowledge for most adults. However, the Driving Skill requires rolls for precise control and maneuvers, as well as for chases. If a character can drive but cannot handle the pressure of a chase scene, or isn't reliably able to make a 90-degree turn, then they probably don't have the Driving skill. To this end, one thing I want to do is introduce the idea of "passive skills," "active skills," and "common skills."<br />
<blockquote class="tr_bq">
<b>Tip:</b> A <b>Passive Skill</b> implies that the skill has situations where the character's die type in a skill can <i>passively influence</i> a characters' capability to perform a task, even without a roll. For example, die types in Strength—while not a Skill—passively increases how much the character can lift, even though they do not have to roll to do this. Skills like this will be labelled <b>[Passive]</b>, implying that they have a passive component to them as well as rolling as usual.</blockquote>
<blockquote class="tr_bq">
<b>Tip:</b> An <b>Active Skill</b> means that this skill is <i>purely</i> active. The skill does not have any component—derived or implied—that functions without the skill, and it is wholly dependent on the skill itself and tend to <i>require</i> dice rolls to perform. Something like Lockpicking may fall under this category: a lock will not be picked under any circumstances without actively picking the lock.</blockquote>
<blockquote class="tr_bq">
<b>Tip:</b> A <b>Common Skill</b> is one that, in certain settings, is simply a given. For example, adults in a modern setting can drive a car down the road unless specified otherwise, even without the Driving skill (though performing any maneuvers or or avoiding an imminent wreck is going to be extremely difficult). Googling the closest burger joint probably also does fall under this, though using Google to find anything important or not immediately available would require an Investigation roll. Most Common Skills are setting-specific: a samurai warrior dropped off in modern Tokyo could not drive a car any better than an art major could pick a medieval lock.</blockquote>
With that in mind, I want to give a quick overview of what each skill does and some things to keep an eye out for when you're deciding if a character has it, or how to determine what level they have the skill at. Let's get started, this is gonna take a while.<br />
<br />
<b>Boating [Passive]:</b> This is used for working on any any kind of watercraft, be that a sailing vessel, a motorboat, or a submarine. Keep in mind that even if a character isn't captaining a ship, they still have the Boating Skill if they're part of the crew: this is used for tying knots and setting rigging. The average Boating Skill of a ship's crew can grant bonuses or penalties to the captain's navigation rolls as well (as per <i>50 Fathoms</i>, which should be your go-to reference for how to handle boating of any kind), so on almost any standard vessel, crews are going to have a d6. The occasional d4 doesn't hurt, as long as it's not too much, or is balanced out by a couple d8s as well.<br />
<br />
As an aside, a setting rule I go with is that it requires <b>Knowledge (Navigation)</b> to actually navigate the high seas in large vessels (or the deep trenches, in the case of submarines). This is the ability to read maps or stars and otherwise know where it is you're going without having any notable landmarks to help you on your way. In this case, Boating is for much shorter journeys or much smaller ships.<br />
<br />
<b>Climbing [Common]:</b> Climbing seems straightforward enough: it's the climbing of things. However, something many forget is that this is not simply your ability to scale a structure: anyone can scale small objects, ladders, or a knotted rope given time. Climbing—the skill—refers to climbing in situations that are stressful, like when time is of the essence (e.g. being chased), or at a notable penalty (unskilled, while wounded, etc). A character that only climbs up ladders occasionally to navigate a ship or small building probably doesn't have climbing, but someone that <i>constantly</i> climbs things, or climbs primarily under duress, almost certainly does.<br />
<br />
Remember, failure does <i>not</i> mean that the character falls, it simply means that they don't make any progress in their climb. They require a total of 1 or less to fall, which requires either a critical failure or some kind of penalty—this implies that someone that consistently falls from a simple climb is likely Unskilled.<br />
<br />
As for the extent of their skill, the primary factor is their speed and the rate at which they fall from their ascent. Remember that a single successful climbing roll raises a character up a number of in-game inches equal to half their Strength. This means even a weakling (d4 Strength) climber can move a vertical of 12' with a success, while an average-strength (d6) character ascends 18' up in a single round; simply put, it's an additional 6' per step of Strength.<br />
<br />
However, this should not be used as a measure of Strength if another guideline is available (such as carry capacity). Instead, Strength should be used as a measure of this character's default speed at the climb. In this way, you can also see if characters have an excessively high climbing skill. While an average decent climber can scale 18' in a round, an <i>incredible</i> climber can scale 30' in a round, even if he is only of average strength. That's around 5 feet per <i>second</i>. With this in mind, recall how much more difficult it becomes to scale at this speed up a wet cliff, or up one with very little to grab onto (both which impose a –2 penalty that stacks with the other). If someone can consistently climb up surfaces like this, then either they are <i>expert</i> climbers (d10 or d12), or they have an Edge like Traceur or Thief that helps to alleviate such penalties.<br />
<br />
For you folks coming from d20, keep in mind that Climbing is <i>not</i> needed to simply ascend a steep-ish slope; for that I would use either Strength or Agility instead, or even just count it as Difficult Ground if it was level enough.<br />
<br />
<b>Driving [Common]:</b> The Driving skill is one of the most straightforward skills in the book. It it used to control any kind of ground of hover vehicles in your setting. Tanks, cars, hoverbikes, or anything of the sort. As for its uses, it has a couple: Chases and Maneuvers (including making rolls to maintain control of the vehicle when it goes Out of Control).<br />
<br />
If a character engages in Chases fairly often and typically wins out of them, then he likely has a high Driving. If a character performs any of the maneuvers listed in the Vehicles Situational Rules, then he should have the skill as well. As to the extent which they have the skill, just keep an eye on how often they succeed at their tasks. If they succeed more often then not, Wild Cards probably have a d6 or higher. If they succeed at very difficult maneuvers, or against other highly skilled drivers, then it is likely higher.<br />
<br />
As an aside, I've heard the argument that motorcyclists should use the Riding skill for motorcycles instead, citing the notion that "you don't drive a motorcycle, you ride one." With this, I wholeheartedly disagree: yes, you ride a motorcycle, but this is falling into the semantic trap as mentioned above. The Driving skill, as written, covers <i>all</i> ground vehicles, while the Riding skill "allows a hero to mount, control, and ride any beast common to his Setting;" seeing as one does not have to tame a motorbike, I cannot fathom how Riding would make sense as the skill here. If you want there to be a distinction between driving a car and a motorcycle, then use the Specialization Setting Rule.<br />
<br />
As a corollary, I would use the Riding skill for driving horse-drawn carts instead. While you do "drive" these vehicles, typically nothing else in the setting is "driven." Instead, this is the taming of beasts to pull the cart. Instead of controlling them from a mount, however, you control them from behind. I'll touch more on this later on.<br />
<br />
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<br />
I was initially considering covering <i>all</i> Skills in this single post, but I can see now that having multiple paragraphs go into each skill is waaaay too long for my kinds of posts. I'll be breaking these skills posts into a handful of skills each, to allow everything breathing room to work with.<br />
<br />
As for our good old friend Inigo, we can fill out his skills as we go along. Inigo is, in fact, steering the ship that the movie effectively begins on. During this boat Chase, he's able to stay far ahead of the following Dread Pirate, but not quite able to lose him. I would give him a d6 Boating to begin with. That said, I would not give him Climbing, opting instead to hold onto Fezzik and have the giant pull them up the rope, rather than ascending on his own.<br />
<br />
<b>Name:</b> Inigo Montoya<br />
<b>Race:</b> Human<br />
<b>Experience:</b><br />
Agility d8; Smarts d6; Spirit d6; Strength d6; Vigor d6<br />
Pace 6; Parry —*; Charisma 0; Toughness 5<br />
<b>Skills:</b> Boating d6<br />
<i>*Parry not listed due to not listing Fighting yet</i><br />
<br />
I'll get to working on the next posts as I can, but we seem to have quite a long way to go yet.<br />
—DoctorBosondoctorbosonhttp://www.blogger.com/profile/11052086497091238082noreply@blogger.com0tag:blogger.com,1999:blog-7546010465977061586.post-65051712992908114972016-05-26T22:03:00.000-05:002016-05-27T17:39:22.201-05:00How to: Savage Everything, Part Two—AttributesI got some surprisingly positive feedback from the first article that I put out about this kind of thing, so I figured I might as well get started on the next one before I go in for my third Civil War viewing (for research purposes, of course).<br />
<br />
Now, I'd like to establish something I'm gonna try to do moving forward: <b>Tips</b> and <b>Rules</b>. <b>Tips</b> are just little things that I'm going to toss out there as pitfalls to avoid while making characters. They're not hard and fast rules (nothing really is), but its small important things to keep in mind that will make your job a <i>lot</i> easier. <b>Rules</b> are just rules of thumb that generally inform you of mechanical differences that distinguish one Edge/Maneuver/Skill Check from another.<br />
<br />
Remember, before you start getting into the nitty-gritty like we're going to go through here, you need to already have an idea of what this character <i>might</i> look like. I spoke about this briefly <a href="http://savageit.blogspot.com/2016/05/how-to-savage-everything-part-onesetup.html?utm_source=sbn_podcast&utm_medium=rss&utm_campaign=savage_bloggers_network">in the last post I made on the subject</a>, talking about concept, but I'd like to elaborate on that a little bit more here.<br />
<br />
<b style="font-size: x-large;">Actually Step One: Preliminary</b><br />
I touched on this in the last post regarding concept, but I want to go more in depth with it because, the better your preliminary stats are, the better your final Savaged character is going to turn out to be.<br />
<br />
Initially I wanted to try and just go through this series without having an example to go along with it, since that would involve, y'know, work, but fuck it. Examples make everything easier and you can see the process of what I'm talking about. So, just for time and simplicity's sake, we won't be doing any <i>massive</i> characters; no super heroes, no characters with 3 movies or a season of a TV show under their belt, and no one that's sitting at like 120 experience (and for the sake of example, no one that I'm too overtly familiar with), but I want it to be a character that's memorable. In that spirit, I want to go through this series using Inigo Montoya from <i>The Princess Bride</i>.<br />
<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgEnFOXjKRDZg-m-dhAiWbcuR5HvJSprg5gqnOEYFgZw_RaW5vHEzzpOFmnZQooCrXNm0NUNarWGJJciA-LG4hFpVoLoh2no8ixdBRVzJ6xjhBg88_qArUD9Gru_XepTUqxY6JwGf9mDXk/s1600/inigo-montoya-princess-bride.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="180" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgEnFOXjKRDZg-m-dhAiWbcuR5HvJSprg5gqnOEYFgZw_RaW5vHEzzpOFmnZQooCrXNm0NUNarWGJJciA-LG4hFpVoLoh2no8ixdBRVzJ6xjhBg88_qArUD9Gru_XepTUqxY6JwGf9mDXk/s320/inigo-montoya-princess-bride.jpg" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">You killed my father. Prepare to die.</td></tr>
</tbody></table>
So let's set up his preliminary—his stats <i>before</i> we can give him any stats or concrete numbers. Now, I've only seen this movie once, and that was about a year and a half ago, so these first numbers are far from concrete and extremely basic, but let's try and figure out where he's sitting.<br />
<br />
What's the first thing we know for sure? He's a fighter. A <i>good</i> fighter (d10 Fighting). And the guy is determined as hell to avenge his father (Death Wish (minor) Hindrance, <i>maybe</i> a Spirit of d8 as well). We also know that he's a really, really good guy, and the only reason he does a lot of what he does is to find his father's killer (Code of Honor). He's certainly not a stupid man, but he's not exceptionally intelligent either (Smarts d6). He's also extremely quick with his rapier (Quick Edge and a necessary d8 Agility), and is pretty intimidating in his final assault against his father's killer (Intimidation d6?).<br />
<br />
I also sort of remember a bit of Climbing and Swimming in there, so let's toss those in as well, at a d4 each for now. Notice d6 is a good standby, because he had to identify the man that killed his dad. He may have been a good Taunter as well, so we'll drop that in there as well, as well as the Strong Willed Edge since he fits the requirements. As far as his combat monkey-ness, he may have Frenzy and/or Counterattack. Lastly, it's also highly likely that he has Combat Reflexes and Quick Draw as well.<br />
<br />
So, where does this leave our lovely hero? Well, here's what we have:<br />
<br />
<b>Name:</b> Inigo Montoya<br />
<b>Race:</b> Human<br />
<b>Experience:</b> —<br />
Agility d8; Smarts d6; Spirit d8; Strength d6; Vigor d8<br />
Pace 6; Parry 8; Charisma 0; Toughness 6<br />
<b>Hindrances:</b> Code of Honor, Death Wish (minor—avenge his father), +1 minor Hindrance<br />
<b>Edges:</b> Quick, Strong Willed, Frenzy, Counterattack, Combat Reflexes, Quick Draw, Nerves of Steel.<br />
<b>Skills:</b> Climbing d4, Fighting d10, Intimidation d6, Notice d6, Swimming d4, Taunt d6, +2 skill points<br />
<b>Inventory:</b> Rapier (Str+d4, Parry +1)<br />
<br />
Pretty good, right? That's looking to round out at around 30 Experience or so once we're done with him and fill in those extra skill points.<br />
<br />
That said, none of that stuff up there matters at all: it's just something we can use as a springboard to tweak as we move forward!<br />
<blockquote class="tr_bq">
<b>Tip:</b> When doing preliminary character blocks, don't pay any attention to their skill point distribution, their Hindrance Points, or their Edge progression! The preliminary is <i>not</i> the final Savaging product, and having a short list of Edges and Skills to keep a particular eye out for is <i>far</i> easier than going into things and trying to see <i>all</i> the Edges and maneuvers and skills a character uses with nothing to use as a general roadmap.</blockquote>
So, let's go ahead and move forward, starting with one of the most important aspects, the core of all characters: Attributes.<br />
<br />
<span style="font-size: large;"><b>Step Two: Attributes</b></span><br />
Agility. Smarts. Spirit. Strength. Vigor. The five base attributes that everyone and their mother has. If it's a character that can be Savaged, it has all of these to a greater or lesser extent. Normally, when making a character, you don't want to dive in straight to your attributes, since characters are generally built around Edges instead, but when Savaging an existing character, starting with his Attributes does a <i>lot</i> to help you establish where his Skills and Edges may be as you move forward.<br />
<br />
There's a couple of big things that you can do to lay these out, but first it's important to know what each die type actually signifies. The general metric I use is listed in the blog's introduction post:<br />
<ul>
<li><b>Unskilled (d4–2):</b> A character only vaguely capable of doing something, or has never tried. A city-slicker that's never been camping would probably been unskilled in Survival.</li>
<li><b>Below Average (d4):</b> A character that is familiar with the basics and principles of a skill, but is sketchy on application and may not be so good at performance under duress. An avid flight simulation player might have a d4 in Piloting.</li>
<li><b>Average (d6):</b> This is the average capability of someone <i>that is involved in a particular field</i>. Most people, for example, have a Strength of d6, but many likely are either unskilled or below average in Shooting. A city cop, however, may have a d6 in Shooting.</li>
<li><b>Above Average (d8):</b> Among a group of friends, or perhaps even a small town, a character with this level of aptitude is likely one of the best. Well-trained city guards or skilled black belts likely are above average in Fighting (with the latter having the Martial Artist Edge).</li>
<li><b>Expert (d10):</b> This is the level where the character may start making a name for himself based on raw skill alone. People he doesn't know may even seek him out for his talents. Skilled ninjas would likely have a d10 in Stealth.</li>
<li><b>Elite (d12):</b> The character is simply one of the best at this. World-famous surgeons likely have a d12 in Healing.</li>
<li><b>Legendary (d12+1):</b> The character's skill in this field is such that stories will be told about it for decades, and perhaps even further. <a href="http://savageit.blogspot.com/2015/02/chris-kyleamerican-sniper.html">Chris Kyle</a> had a d12+1 in Shooting.</li>
<li><b>Maximum Human Capacity (d12+2):</b> This is the physical limit of the human body to be able to accomplish incredible feats. <a href="http://savagemcu.blogspot.com/2015/11/steve-rogerscaptain-america.html">Captain America</a> has a d12+2 in Strength (as well as Brawny)!</li>
</ul>
<br />
Keep in mind, however, that this metric only means so much, and Edges are something that make a <i>far</i> greater difference than just a single step in a skill. We'll cover Edges in more detail in the next post (probably), but remember not to go <i>too</i> crazy with die types when an Edge would accomplish the same thing for even cheaper.<br />
<blockquote class="tr_bq">
<b>Rule:</b> Die types are great, but what <i>really</i> defines a character are Edges. As a rule of thumb, a d8 character with an Edge granting him a +2 is going to be comparable to (and <i>slightly</i> better than) a character with a d12 in the same skill or Attribute.</blockquote>
When it comes to methods to measure a character's attributes, that simply comes down to understanding what these attributes are rolled for (the easiest reference for this is <a href="http://savage-stuff.blogspot.com/2015/11/the-importance-of-attributes.html">Zadmar's post</a> on the subject).<br />
<br />
Oddly enough, while Strength is probably the most rolled Attribute (particularly when it comes to melee combat), it's probably the easiest die type to determine, as it's the one where the actual die type itself gives you the most solid metric for its use: Load Limits and Minimum Strength for weapons. If a character exhibits a Strength feat of some kind, such as holding up an extremely heavy object, then you simply need to know the weight of the object in question. If a character hoists up a door that weighs 200 pounds, then he either has a Strength of d10 or d8 with the Brawny Edge.<br />
<br />
Other Attributes simply need to look for Edges he likely has (if someone likely has Elan, then he probably has a Spirit d8 to back that up as well), or successful uses of that Attribute (like resisting poisons for Vigor).<br />
<br />
Initially, I was also going to elaborate on Skills in this chapter as well, but I think given how much goes into considering die types for each skill, it seems like we'll be getting an entire post dedicated purely to Skills. Instead, I'll end this off with how we would Savage Inigo's Attributes. (I actually already finished giving him all of the numbers he needs, but for the purposes of organization, I'm going to talk about each point in the appropriate post.)<br />
<br />
Having just finished watching the Princess Bride again, it turns out that our preliminary Attributes were <i>mostly</i> correct. He absolutely has an Agility of d8; in his first battle, he attempts an Agility Trick against Westley by backflipping over him and landing close by. On top of that, many of the Edges he has also requires a d8, further solidifying the assertion.<br />
<br />
However, he does <i>not</i> have the Vigor of d8; aside from never seeing him against any kinds of Poisons, Diseases, or Fatigue, he takes at least a Wound—if not two—from a dagger just before his final battle (cementing him as likely simply having a Toughness of 5). On top of that, during his final fight, even though he won, the man <i>felt those Wounds</i>. He was stumbling around in pain and it took quite a long time for him to unshake, indicating that he doesn't have Nerves of Steel, and eliminating the singular justification of him having his Vigor that high in the first place. On top of that, while he <i>might</i> have had a Spirit of d8, I didn't see anything to suggest that he did, so we drop that back down as well. As well, both his Strength and Smarts are average; not exceptionally strong, and not exceptionally weak; not highly intelligent, but not stupid either.<br />
<br />
An argument <i>could</i> be made for a Strength d8, as he carried Westley around while shoving the wheelbarrow that Fezzik was standing in, but he was <i>seriously</i> straining to do that; I'd simply chalk that up to a good Strength roll and not much more. He was having a lot of trouble breaking down that wooden door near the finale as well, which normally takes a roll of 8. While, again, he might have a Strength of d8 and simply wanted to speed the process up, the fact that he called for Fezzik to take care of the door for him strikes me as him just not being strong enough to break it down period.<br />
<br />
All that said, here are our "correct" stats for Inigo's Attributes:<br />
<br />
<b>Name:</b> Inigo Montoya<br />
<b>Race:</b> Human<br />
<b>Experience:</b> —<br />
Agility d8; Smarts d6; Spirit d6; Strength d6; Vigor d6<br />
Pace 6; Parry —*; Charisma 0; Toughness 5<br />
<i>*Parry not listed due to not listing Fighting yet</i><br />
<br />
Again, I encourage readers to build a character alongside these posts, and would love to observe the progress of anyone that doing this. Lemme know in the comments or something, and I highly encourage any questions folks might have. Next time, we'll get in-depth with what Skills do what, and how to really get those down to brass tacks, touching a little bit on Edges as well.<br />
—DoctorBosondoctorbosonhttp://www.blogger.com/profile/11052086497091238082noreply@blogger.com2tag:blogger.com,1999:blog-7546010465977061586.post-21817811419628893212016-05-04T14:36:00.001-05:002016-05-04T14:40:40.959-05:00How to: Savage Everything, Part One—SetupI've been doing this, on and off, posting or not, for about four years now. One of my favorite pastimes is to create these popular icons of action and intrigue. If possible, I'd love to be able to make <i>everything</i> into Savage Worlds, but realistically, even if I was paid to do this kind of thing I would never have the time (wait, <i>could</i> I be paid to do this? I wonder how Patreon works...).<br />
<br />
So, in lieu of Civil War (rest in peace free time), I wanted to give guys a look into the process that I go through as I put together these profiles. Maybe it'll even give you guys the faculties to try and put your own characters together.<br />
<br />
I don't know how many of these kind of articles I'll put out, but I'll just sorta let them flow out as I come up with them. Without further ado: my process:<br />
<br />
<span style="font-size: large;"><b>Step Zero:</b> <b>Rules Literacy</b></span><br />
Before you even really get into something like this, you <i>have</i> to be at least mostly familiar with the rules of the game. Know the rules behind damage and Wounds, the rules for Social Conflicts, the rules for Rapid Attacks, for Chases. Learn the modifiers for lighting and range, learn how skill checks are modified and the actual effects of the skills themselves (Persuasion is a big one here), learn Setting Rules for different types of settings, even if they aren't directly applicable to the setting you're building the character for (stuff like the Interrogation rules from Deadlands: Noir are applicable to <i>all kinds</i> of settings!), and familiarize yourself with<i> every Edge you possibly can</i>. Learn how a +1 or +2 affect general rolls, learn about raises and cooperative rolls. Read through all of the Savage Worlds Companions for their gear and Edges and rules and bestiaries. Knowing all of this makes it easier to watch a movie or show or read a book and learn how to translate the narrative you're watching into mechanics, as though this was a (incredibly elaborate) game being played out on the tabletop.<br />
<br />
This is really the biggest secret to making these characters work the best. Anything else following this is just going to give specific examples of pitfalls to avoid and little tips that can assist in doing what you're setting out to do.<br />
<br />
<span style="font-size: large;"><b>Step Zero-Point-Five: Setting Literacy</b></span><br />
If applicable to certain settings, it's highly important to be familiar with the rules of magic and technology <i>in-universe</i>. The rules of magic in <i>The Elder Scrolls</i>, for example, are very different from the rules of magic in <i>Game of Thrones</i>. Similarly, the rules for plasma weapons in <i>Halo</i> are notably different from the rules in <i>Fallout</i>, or even the Science Fiction Companion (plasma doesn't ignore armor, it's a much more concentrated burst that just hits super hard).<br />
<br />
Even if the character that you're making doesn't make use of these rules, knowing how they work allows you to understand how they interact with the characters that <i>do</i>. Establishing anchor points lets you both better accurately create the character and it keeps things consistent if you end up building a different character from the same series, even if neither character end up interacting directly.<br />
<br />
<span style="font-size: large;"><b>Step One: Concept</b></span><br />
Just like creating a character for any game, setting, or system, concept will <i>always</i> be key. If you're trying to build a character based on a specific property, though, the concept isn't yours, it is that of the creators. The real trick to doing this is <i>reverse-engineering</i> that concept, which is really a lot easier than it sounds.<br />
<br />
The first step to reverse-engineering this concept is to figure out what <i>you</i> see as the concept. This is hardly the final step, but it's one of the most important: familiarity is the best way to go in with a plan, granting you a jumping-off point to create the build the way you'd like.<br />
<br />
So, surprise surprise, it's easier to build characters you're familiar with. So before you put anything down for certain, before you start going back to research what these characters actually did, write down everything you remember or a think a character has done. Write down all the Edges and skills they may have, write down where you feel like their attributes should be at. Write down the gear you remember (if that item doesn't exist in the books, bastardize some other item until they're close enough to work with). Don't worry about experience or balance at this point; this is just the first step so that you can get everything you remember out of the way, write down your biases, and have a solidified jumping-off point.<br />
<br />
Once you have this concept out of the way, then you can really delve into the nitty-gritty of creating these characters and ironing out their specific die types and Edges. But we can save that for next time.<br />
<br />
————————————————————————————————————————<br />
<br />
As I start to go through all this stuff, actually, I encourage you to follow along with a character you want to Savage yourself, given you have the time. Pick your favorite character from movies or books, characters you might find interesting to play, or just interesting to see how they shape up in terms of Savage (hell, I did <a href="http://savageit.blogspot.com/2014/08/gregory-house-md.html">House</a> and a <a href="http://savageit.blogspot.com/search/label/My%20Little%20Pony">bunch of ponies</a>... if it exists, it can be made into a Savage Worlds character), and follow along in the process. Personally, I write all of my character sheets (both for Savaging and just general usage) in Google Sheets, because it's easy to edit and I can access it from anywhere in the world, so that would be my recommendation.<br />
<br />
If you actually end up following along, I'd love to follow your progress as you build this stuff up. Leave a comment below talking about your progress, asking questions, or even linking to the Google Doc that you're building the character in. Maybe you'll end up Savaging your favorite character better than I ever could!<br />
<br />
If there's a specific step in this process that you find interesting or are confused on, or just generally unsure of, let me know in the comments as well. I may end up focusing the next post of the series on that aspect of things. Until next time, though, have fun and stay Savage.<br />
<div>
—DoctorBoson</div>
doctorbosonhttp://www.blogger.com/profile/11052086497091238082noreply@blogger.com2tag:blogger.com,1999:blog-7546010465977061586.post-15188964243463231772016-04-03T17:07:00.000-05:002016-09-27T03:08:41.712-05:00Barry Allen—The FlashSo, thanks to a challenge Ron Blessing (over at the <a href="http://www.savagebloggers.net/sbn-news-episode-036/">Savage Bloggers Network</a>), instead of finishing and posting Katniss, or Captain Jack Sparrow, or Indiana Jones, we're just going to give you <i>another</i> superhero. Don't worry, I'll be bringing in more normal folks as we move forwards, I just want to take the time to make sure they're done right.<br />
<br />
Some of you might ask why I'm not posting Barry over at <a href="http://savagedceu.blogspot.com/">Savage DCEU</a>, given that he's a DC character. Unfortunately, it's the same reason that I posted Deadpool over here, even though he's a Marvel character: continuity. Deadpool's movie rights are at Fox and he doesn't exist within the MCU, and this iteration of Barry Allen (while still owned by DC) is only canon to the CW "Arrow-verse," which is where Oliver Queen and those smaller level heroes reside. I'll be sure to give Barry his own (likely more bullshitty) stats on Savage DCEU when we actually see him do something in the movies.<br />
<br />
This is only up through Season 1, since I haven't actually caught up to Season 2 yet.<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="http://image.tmdb.org/t/p/w1000/3WHhwhExnWtC1nVGPsKyVQ3QwrR.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://image.tmdb.org/t/p/w1000/3WHhwhExnWtC1nVGPsKyVQ3QwrR.jpg" height="225" width="400" /></a></div>
<br />
<b>Name:</b> Bartholomew Henry Allen<br />
<b>Race:</b> Human<br />
<b>Experience:</b> 52 (Veteran)<br />
<b>Power Level:</b> Cosmic with Super Karma and Rising Stars (75 PP)<br />
Agility d12; Smarts d10; Spirit d8; Strength d6; Vigor d12<br />
Pace 6; Parry 6; Charisma 2; Toughness 10 (2)<br />
<b>Hindrances:</b> Code of Honor, Heroic, Loyal, Stubborn<br />
<b>Edges:</b> Arcane Background (Super Powers), Alertness, Attractive, Quick, Jack-of-All-Trades, Connections—CCPD, Elan, Level Headed<br />
<b>Skills:</b> Climbing d4, Fighting d8, Investigation d6, Knowledge (Chemistry) d8, Knowledge (Physics) d6, Notice d6, Persuasion d4, Shooting d4, Stealth d6, Streetwise d4, Throwing d4.<br />
<b>Inventory:</b> CommLink, Costume.<br />
<b>Super Powers:</b><br />
<ul>
<li><b>Armor +2 (2):</b> Hardy, Partial Protection (–1), Device (–1, suit).</li>
<li><b>Extra Actions (17): </b>5 extra actions, Fast Action.</li>
<li><b>Leaping (2):</b> Level 2, Bounce, Contingent (–1, speed).</li>
<li><b>Regeneration (5):</b> Level 2, Recovery. Roll to heal every hour.</li>
<li><b>Resistance (1):</b> Cold, Fire/Heat. +4 to resist, +4 Toughness. Device (–1, suit).</li>
<li><b>Speed (23):</b> Mach 2+, –8 to Hit, Blinding Reflexes, Catch and Throw, Pummel, Surface Tension, Whirlwind.</li>
<li><b>Super Attributes (14):</b> Agility +3, Strength +1, Vigor +3</li>
<li><b>Super Edge (4):</b> Extraction, Quick.</li>
</ul>
<div>
<b>Attacks (Switchable)</b></div>
<div>
<ul>
<li><b>Super</b><b>sonic Punch (7): </b>Damage Str+3d6, AP 4, Contingent (–1, speed), Limitation (–2, no Extra Actions). Switchable (primary).</li>
</ul>
<div>
<i>with</i></div>
</div>
<div>
<ul>
<li><b>A</b><b>ttack, Melee (5): </b>Damage Str+2d6, Multiple Attacks, Contingent (–1, speed).</li>
</ul>
</div>
Barry Allen had been running his entire life. He loved to race, and he also had to get away from the bullies at his school. However, after his mother was murdered by a mysterious yellow streak, and his father was blamed for the murder, Barry was taken in by close family friends Joe and Iris. Barry would continue trying to run to see his father in Iron Heights prison.<br />
<br />
Years later, Barry was working as a forensic scientist for the Central City police department when the S.T.A.R. Labs particle accelerator shorted out, and Barry was struck by a bolt of dark matter lightning and doused in a variety of unknown chemicals. He fell into a coma for 9 months.<br />
<br />
After waking up, Barry found that he had incredible speed, as time seemed to slow down for him. Over the following weeks, he learned to control and pace his powers, as well as increase his speed (from an initial 240 mph to his current Mach 3) and his combat prowess. He was also given a suit by his new friends that ignored the friction he generated at such high speeds, as well as providing a small amount of protection.<br />
<br />
Barry began to use these new abilities to both stop criminals in their tracks as well as to augment his day-to-day life and gather evidence for the crime lab. His S.T.A.R. Labs friends Cisco, Caitlin, and Harrison Wells assisted him in these endeavors, granting him ideas and tactical advice that he could use to bring down criminals like Captain Cold and Heat Wave.<br />
<br />
It turns out, however, that Wells had a secret: he was the Reverse Flash, the yellow streak that was capable of keeping up with Barry, and was using Barry's connection to the Speed Force to recharge his <i>own</i> powers and let him return to the future. Barry was able to stop him, but the process created a wormhole above the city that Barry was last seen rushing to stop.<br />
<br />
<b>Power Stunts:</b><br />
<ul>
<li><b>Energy Control (3):</b> Fire/Heat. Area Effect (LBT). Limitation (–2, Nullify only). Barry is able to spin his arms so quickly that he can put out fires at will.</li>
<li><b>Intangibility (5):</b> Barry is able to run so fast, his molecules are able to vibrate apart and allow him to pass through solid objects. This has only been used once, but may become part of his Power Set later on down the line (as the Vibrate modifier on <i>speed</i>).</li>
<li><b>Time Travel (10):</b> By spending a Benny (in addition to the Benny he has to spend for the Power Stunt), and making a successful Spirit roll at –2, Barry can pop forwards or back to any point in time. This is a power not normally allowed for normal characters, but it is present in an NPC named Fugue in the Super Powers Companion 2nd edition Villains Supplement, on page 15.</li>
</ul>
<div>
And that's all that I have for him right now. I'll probably catch up to the show later on and add in some more levels, but I've really gotta try and focus on the above-mentioned characters. Leave questions and comments and nerd rage below, as always.<br />
—DoctorBoson</div>
doctorbosonhttp://www.blogger.com/profile/11052086497091238082noreply@blogger.com0tag:blogger.com,1999:blog-7546010465977061586.post-4377579693673858952016-02-16T15:57:00.000-06:002016-04-03T16:21:10.107-05:00Wade Wilson—DeadpoolYeah, it's still a super hero, but it's topical this time. Deadpool was a massive success and a great apology for the crap we got in X-Men Origins.<br />
<br />
Part of me considered writing this post in first person for a fourth wall gag, but I don't think it'd come across all too well.<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
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<br />
<b>Name:</b> Wade Wilson<br />
<b>Race:</b> Human<br />
<b>Experience:</b> 100 (Legendary)<br />
<b>Power Level:</b> Street Fighter with Super Karma (35 PP)<br />
Agility d12; Smarts d8; Spirit d8; Strength d10; Vigor d8<br />
Pace 6; Parry 8; Charisma –2; Toughness 6<br />
<b>Hindrances:</b> Delusional (m—4th Wall Breaker), Overconfident, Ugly, Vengeful (M).<br />
<b>Edges:</b> Arcane Background (Super Powers), Luck, Acrobat, Fast Healer, Harder to Kill, Strong Willed, Commando, Marksman, Elan, Two-Fisted, Dodge, Frenzy, Quick Draw.<br />
<b>Skills:</b> Climbing d4, Fighting d10, Intimidation d6, Notice d6, Shooting d12+1, Stealth d8, Streetwise d6, Taunt d10, Throwing d12.<br />
<b>Inventory:</b> Katana <span style="background-color: white; color: #333333; font-family: "arial" , "tahoma" , "helvetica" , "freesans" , sans-serif; font-size: 13px; line-height: 18.2px;">×</span>2 (Str+d6, +d10 on a Raise), Desert Eagle <span style="background-color: white; color: #333333; font-family: "arial" , "tahoma" , "helvetica" , "freesans" , sans-serif; font-size: 13px; line-height: 18.2px;">×</span>2 (15/30/60, 2d8, AP 2, Semi-Auto, 7 Shots). <i>As an aside, I use these katana stats because it's more accurate to the actual capabilities of the weapon; you can use the stats out of the book if you want (Str+d6+2, AP 2).</i><br />
<b>Powers:</b><br />
<ul>
<li><b>Ageless (1):</b> Enhanced healing factor.</li>
<li><b>Immune to Poison/Disease (2):</b> Enhanced healing factor.</li>
<li><b>Leaping (1):</b> Level 1. Leaps 2" vertically, 4" horizontally.</li>
<li><b>Regeneration (12):</b> Level 5, rolls to heal every round. Recovery, Regrowth. Limitation (–1, Permanent Injuries heal at Level 2).</li>
<li><b>Speed (4):</b> Pace 12. Catch and Throw.</li>
<li><b>Super Attribute (4):</b> Agility +1, Strength +1.</li>
<li><b>Super Edge (8):</b> Acrobat, Fast Healer, Harder to Kill.</li>
<li><b>Super Skill (3):</b> Shooting +2, Throwing +1.</li>
</ul>
Wade Wilson was an ex-spec ops dishonorable discharge turned hired gun. He was good at his job, but was known for having a bit of a soft spot and always, always joking around. After meeting the love of his life, though, he was diagnosed with terminal cancer.<br />
<br />
Since treatments couldn't help, he turned to a shady program that triggered mutant powers in people, hoping that they might be able to cure him. The program turned out to be privately funded and inhumane, and after an ungodly amount of torture and stress, they triggered a mutation in Wade that increased his strength, coordination, accuracy, and gave his cells the ability to heal from anything. <i>Anything. </i>Unfortunately, this had the rather nasty side-effect of distorting his flesh, making him look like a monster.<br />
<br />
Wade managed to escape, destroying the facility, and went after the man that ruined his face. This year-long hunt for Francis pushed his skills to the limit, getting him to acquire a costume and lots and lots of guns—he just keeps on forgetting them. He acquired his personal motto (maximum effort) and went on a spree, killing more than 40 men in his quest for vengeance.<br />
<br />
<div>
He's also notable for being completely and utterly aware of his existence within the big screen, spending a large portion of his movie speaking directly to the audience (and, if he ever shows up in your game world, is probably going to talk directly to your players.<br />
—DoctorBoson</div>
doctorbosonhttp://www.blogger.com/profile/11052086497091238082noreply@blogger.com0tag:blogger.com,1999:blog-7546010465977061586.post-66696151103856031752015-12-28T15:06:00.004-06:002015-12-28T15:06:59.054-06:00Savage DCEU—Yes, I'm doing this tooYes, it's been a long time since I've posted something here. Yes, I'm spending too much time making superheroes. Yes, I am working on more characters for this Savage Everything blog. No, they are not ready yet.<br />
<br />
I am, again, putting forward a new dump for Savaged supers, but in this particular case, I'm trying to put my foot in the door to this new Cinematic Universe before it takes off (something I dearly wish I had done back when the MCU had first started). For now, all we really have to work with is Man of Steel, meaning Superman, Zod, Lois Lane, and maybe some other extras across the movie, but once Batman v Superman lands, DC is going to start getting some really good representation on my Savaging blogs.<br />
<br />
You can find the blog <a href="http://savagedceu.blogspot.com/">here</a>, and I hope that this universe takes off. Gives me more material to work with.<br />
<br />
For the record, yes, I am working on more characters. We have Katniss, Captain Jack Sparrow, and Indiana Jones himself in the works for you guys, and you'll be seeing them drop in here as soon as they've been completed to a reasonable degree (they all have multiple movies, so it takes a fair amount of time to actually get them figured out). Stay tuned!doctorbosonhttp://www.blogger.com/profile/11052086497091238082noreply@blogger.com0tag:blogger.com,1999:blog-7546010465977061586.post-75176312790224801842015-08-24T14:05:00.001-05:002015-08-24T15:15:22.436-05:00Savage MCU—A new dump for Marvel Supers!Also known as "Dear God I have a problem somebody stop me."<br />
<br />
I've heard some whispers that people saw this as a sort of super heroes compendium, which was not my intent when I began this. I think I just got carried away with Marvel's Cinematic Universe and all of the cool shit that they've been doing and dumping most of them here. Instead, I'm going to dump all of those guys over on <a href="http://savagemcu.blogspot.com/">this new and improved Marvel blog</a>.<br />
<br />
This is a rare post with no actual characters included; just shameless self-promotion.<br />
<br />
Oh yeah, and I'm not going to be removing the posts with Marvel characters already on here. I will, however, probably shorten them significantly and just link over to their pages on the other blog as they go up.doctorbosonhttp://www.blogger.com/profile/11052086497091238082noreply@blogger.com0tag:blogger.com,1999:blog-7546010465977061586.post-35161319089333931912015-08-19T19:25:00.000-05:002015-09-10T14:02:27.792-05:00James Howlett — The WolverineThis character really has needed to be updated and refined for a good long while; so long, honestly, that I'm just going to create an entirely new post for the guy. The original iteration that I had posted here was something that I had whipped up fairly quickly by simply looking over what he was attributed in the comics, and as I've stated before, the movies (even the bad ones) are still my main source for Savaging.<br />
<br />
Wolverine is now done after a good deal of time watching through all the X-Men movies from back in 2000 to the newest <i>Days of Future Past</i>. It rounds out Wolverine a lot more reasonably as a character and puts him right around where he should be as a mutant.<br />
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<br />
<b>Name:</b> James Howlett<br />
<b>Race:</b> Human<br />
<b>Experience:</b> 90 (Legendary)<br />
Agility d8; Smarts d6; Spirit d6; Strength d12+1; Vigor d10<br />
Pace 6; Parry 7; Charisma –4; Toughness 10<br />
<b>Hindrances:</b> Can't Swim, Heroic, Mean, Outsider, Overconfident<br />
<b>Edges:</b> Arcane Background (Super Powers), Harder to Kill, Brawler, Brave, Nerves of Steel, Two-Fisted, Command, First Strike, Frenzy, Counterattack, Dodge, Killer Instinct.<br />
<b>Skills:</b> Climbing d8, Driving d6, Fighting d10, Intimidation d8, Notice d6, Shooting d6, Stealth d6, Survival d6, Throwing d6, Tracking d4.<br />
<b>Inventory:</b> Dog Tags, X-Men Suit.<br />
<b>Super Powers:</b><br />
<ul>
<li><b>Ageless (1):</b> Regeneration heals as fast as he ages.</li>
<li><b>Animal Control (1):</b> Limitation (–2, reads primary emotions only).</li>
<li><b>Attack, Melee (7):</b> Damage Str+d6, AP 6, Heavy Weapon, Lethal, Multiple Attacks. (Adamantium claws.)</li>
<li><b>Heightened Senses (3):</b> Super Hearing, Super Smell, Tracking.</li>
<li><b>Immune to Disease (1):</b> Wolverine's regeneration doesn't allow him to get sick.</li>
<li><b>Regeneration (11):</b> Level 5, Recovery.</li>
<li><b>Resistance (2):</b> Cold, Psionics.</li>
<li><b>Super Attributes (4):</b> Strength +2.</li>
<li><b>Super Edge (3):</b> Brawler, Hard to Kill. Limitation (–1, Hard to Kill negated if Incapacitated by an adamantium weapon).</li>
<li><b>Toughness +3 (2):</b> Limitation (–1, negated by adamantium weapons). (Adamantium skeleton.)</li>
</ul>
<br />
Wolverine is a Street Fighter hero with Super Karma. Born in the 1800s and involved in nearly every major conflict since the Civil War, this mutant was born with the power to regenerate from almost any wound incredibly quickly, as well as deploy special bone claws from his forearms (3 on each hand). Years of fighting have made him a good shot and a fearsome melee combatant.<br />
<br />
This makes James a nearly perfect soldier. So much so, in fact, that he was selected for participation in the Weapon X program, which bonded his skeleton with adamantium. This extremely rare metal made his bones effectively indestructible, his claws razor sharp, and adding a hundred or so pounds of weight to the man's anatomy (Can't Swim).<br />
<br />
After taking an adamantium bullet to the head, Wolverine's memory of the Weapon X program and all that came before it was lost. Now going by the name Logan, he encountered the X-Men, a group of mutant individuals using their powers to fight for peace and equality for mutants, as well as fending off the villainous Magneto's attempts to make mutants the dominant species on the planet.<br />
<br />
Before the fusing of the adamantium to his skeleton, his Powers were as follows (no Super Karma):<br />
<b>Super Powers:</b><br />
<ul>
<li><b>Ageless (1):</b> Regeneration heals as fast as he ages.</li>
<li><b>Animal Control (1):</b> Limitation (–2, reads primary emotions only).</li>
<li><b>Attack, Melee (4):</b> Damage Str+d6, AP 2, Lethal, Multiple Attacks. (Bone claws.)</li>
<li><b>Heightened Senses (3):</b> Super Hearing, Super Smell, Tracking.</li>
<li><b>Immune to Disease (1):</b> Wolverine's regeneration doesn't allow him to get sick.</li>
<li><b>Regeneration (10):</b> Level 5.</li>
<li><b> Resistance (2):</b> Cold, Psionics.</li>
<li><b>Super Attributes (6):</b> Strength +3.</li>
<li><b>Super Edge (2):</b> Hard to Kill.</li>
</ul>
<div>
There you have it: an updated, polished, and all around better Wolverine. Leave questions, comments, and pleas for Fox to sell the rights back to Marvel below.</div>
<div>
—DoctorBoson</div>
doctorbosonhttp://www.blogger.com/profile/11052086497091238082noreply@blogger.com4tag:blogger.com,1999:blog-7546010465977061586.post-53265229822060755922015-07-15T16:59:00.000-05:002015-12-09T15:07:26.784-06:00Matthew Murdock—Daredevil<span style="font-family: inherit;">Important edit: I've gone back and rebuilt Daredevil from the bottom up, slightly modifying his powers to make better represent his abilities (which, unfortunately, includes scrapping his baton swinging thing out for more super skills</span> :(.<span style="font-family: inherit;"> Sorry, he never uses it in the show). <a href="http://savagemcu.blogspot.com/2015/12/matthew-murdockdaredevil.html">The definitive Daredevil profile</a> will be hosted there and I'll leave this up for folks that want to see an older iteration of the character.</span><br />
<span style="font-family: inherit;"><br /></span>
<span style="font-family: inherit;">————————————————————————————————————————</span><br />
<span style="font-family: inherit;"><br /></span>
<span style="font-family: inherit;">One last Marvel hero in preparation for Ant-Man! Sorry to people that were hoping to see Vision or Scarlet Witch hit the list first, but I haven't seen enough use or variety of either of their powers or skills to confidently build either of them yet (though I have some preliminaries set up already—Vision is <i>really </i>scary). This is through the end of Season 1 of Marvel's Daredevil on Netflix.</span><br />
<span style="font-family: inherit;"><br /></span>
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<span style="font-family: inherit;"><br /></span>
<span style="font-family: inherit;"><b>Name:</b> Matthew Murdock</span><br />
<span style="font-family: inherit;"><b>Race:</b> Human</span><br />
<span style="font-family: inherit;"><b>Experience:</b> 89 (Legendary)</span><br />
<span style="font-family: inherit;">Agility d12; Smarts d8; Spirit d8; Strength d6; Vigor d8</span><br />
<span style="font-family: inherit;">Pace 6; Parry 8; Charisma 2; Toughness 10 (4)</span><br />
<span style="font-family: inherit;"><b>Hindrances:</b> Blind, Heroic, Poverty, Vow—no killing (minor)</span><br />
<span style="font-family: inherit;"><b>Edges:</b> Arcane Background (Super Powers), Alertness, Brave, Fast Healer, Improved First Strike, Martial Artist, Acrobat, Charismatic, Improved Nerves of Steel, Counterattack, Improved Frenzy, Elan</span><br />
<span style="font-family: inherit;"><b>Skills:</b> Climbing d8, Fighting d10, Intimidation d8, Investigation d4, Healing d6, Knowledge (Law) d8, Notice d8, Persuasion d8, Stealth d6, Throwing d10, Tracking d4</span><br />
<span style="font-family: inherit;"><b>Inventory:</b> Daredevil Armor (Armor +4, Armor +2 against a Raise), Daredevil Batons (<i>melee attack, ranged attack, swinging</i>)</span><br />
<b><span style="font-family: inherit;">Super Powers:</span></b><br />
<ul>
<li><b>Awareness (3):</b> Heightened senses.</li>
<li><b>Attack, Melee (2):</b> Str+d6, Multiple Attacks. Device (–2, Batons)</li>
<li><b>Attack, Melee (2):</b> Str+d6, Reach 3. Device (–2, Batons), Limitation (–1, cannot use his other melee attack or his ranged attack).</li>
<li><b>Attack, Ranged (1):</b> Range 3/6/12, Str+d6, Thrown. Device (–2, Batons)</li>
<li><b>Danger Sense (2):</b> Heightened Senses.</li>
<li><b>Heightened Senses (5):</b> Super Hearing, Super Smell, Super Taste, Super Touch, Tracking. Spatial Senses. Limitation (–2, if this power is negated, all non-Device powers are negated as well).</li>
<li><b>Super Attribute (6):</b> Agility +3. (Exceptional equilibrium.)</li>
<li><b>Super Edges (2):</b> First Strike.</li>
<li><b>Super Skills (7):</b> Climbing +1, Fighting +2, Throwing +3, Tracking +1. (Heightened senses training.)</li>
<li><b>Uncanny Reflexes (4):</b> –2 to hit. (Heightened senses and enhanced balance.)</li>
<li><b>Swinging (1):</b> Device (–2, Batons).</li>
</ul>
<br />
<span style="font-family: inherit;">Matthew Murdock is a Street Fighter with Super Karma (and a hell of a Hindrance for it, too; Blind basically eats up three Power Points just to get Alertness to offset it).</span><br />
<span style="font-family: inherit;"><br /></span>
<span style="font-family: inherit;">The son of a boxer, Matt's heroic spirit cost him his vision when he was nine, saving a man from a car accident and having chemicals splashed into his eyes for the effort. His father was shot and killed after refusing to give up a fight so Matt could receive the money from the rigged match. Soon after, Matt was approached by Stick, a blind master of stick fighting and general badassery. The old coot left soon after, but not before training Matt to be a hell of a fighting machine.</span><br />
<span style="font-family: inherit;"><br /></span>
<span style="font-family: inherit;">More recently, Matt graduated from law school with his friend Foggy Nelson. They now own a law firm in Hell's Kitchen, New York, but by night Matt works to clean up his city's streets by beating the living <i>sh*t</i> out of any criminals he can track down. This has gotten him in over his head against Wilson Fisk, one of the most powerful mob bosses in the country, though following a series of loose ends and broken teeth has led to Fisk being behind bars. For now. It is a comic-book show, after all.</span><br />
<span style="font-family: inherit;"><br /></span>
<span style="font-family: inherit;">Matt has impeccable balance and is an expert combatant, taking on more than a dozen men at a time and coming out on top, albeit with a fair number of cuts and bruises for it. Stick taught him a meditative technique to help him heal more quickly (Fast Healer). Despite his blindness, he can move and fight like a man with perfect vision due to his unnaturally powerful senses ("seeing" the world as a painting of fire); in fact, these senses are so strong that he can feel the words on a page, or hear the heartbeat of people he's speaking with. Even given the badass that he is, he is an extremely charming and persuasive individual that refuses to kill if he can ever avoid it.</span><br />
<span style="font-family: inherit;"><br /></span>
<span style="font-family: inherit;">I've upgraded his batons, likely to the ones he'll have in Season 2 (and the ones he has in the comics, where he can use the to swing and such), simply to keep a coherent hero, instead of 31 PP now and 35 later on.</span><br />
<span style="font-family: inherit;"><br /></span>
<span style="font-family: inherit;">There's my best build of Daredevil—the man without fear (notably doesn't posess Fearless, though; I'm not convinced any normal human can have that power). Leave questions, comments, and Season 2 hype below!</span><br />
<span style="font-family: inherit;">—DoctorBoson</span>doctorbosonhttp://www.blogger.com/profile/11052086497091238082noreply@blogger.com2tag:blogger.com,1999:blog-7546010465977061586.post-49049766496378276202015-06-24T23:36:00.004-05:002015-06-24T23:37:56.483-05:00Lara Croft—Tomb RaiderOne facet of Savage Worlds is that it handles pulp fantastically well; so much so that being able to play as an "Indiana Jones" or a "Han Solo" is a large draw towards the system. I'd personally argue that it handles non-magical high fantasy characters just fine as well, but pulp is the genre that the game is largely constructed around, and it's high time to get a few pulp characters in the listing. First off is Lara from the rebooted games (2013).<br />
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<b>Name:</b> Lara Croft<br />
<b>Race:</b> Human<br />
<b>Experience:</b> 60 (Heroic)<br />
Agility d8; Smarts d8; Spirit d6; Strength d6; Vigor d8<br />
Pace 6; Parry 6; Charisma 2; Toughness 6<br />
<b>Hindrances:</b> Curious, Loyal, Pacifist (m)<br />
<b>Edges:</b> Attractive, Luck, Marksman, Dodge, Extraction, Counterattack, Level Headed<br />
<b>Skills:</b> Climbing d6, Fighting d8, Healing d4, Investigation d6, Knowledge (Asian History) d8, Notice d6, Persuasion d4, Repair d6, Shooting d8, Surival d6, Swimming d6, Throwing d4, Tracking d4<br />
<b>Inventory:</b> Bow (2d6, 12/24/48), 9mm Pistol (2d6, AP 1, 12/24/48, Semi-Auto), Quiver, Climbing Axe (Str+d6, Climbing +2, Improvised Weapon), Torch (w/Lighter), Two-Way Radio, Rope (20'), Ascender, Jade Pendant<br />
<br />
Lara Croft is a modern adventurer/explorer. Her parents were killed in an archaeological accident (<i>what?</i>) when she was six, leaving her a reasonably large life insurance policy, though she opted to pay her way through college by taking multiple jobs. She is a kind soul; loyal to the end and avoiding violence whenever given the opportunity. She is also insatiably curious, reading books and learning about cultures until it no longer satisfies her, driving her to explore these ruins herself.<br />
<br />
As a younger girl, Lara took gymnastics and archery, and has limited experience in first aid due to her time as a barmaid. She is very resourceful and highly intelligent, able to tinker and put together simple devices to aid her if need be. Her time with her surrogate father Ross helped teach her how to fight and hunt, helping her immensely in those first few hours on the island. Lara is also an expert in Asian history and legends, being her major in college.<br />
<br />
After graduating, she left upon the Endurance to find the lost kingdom of Yamatai. This prompted her first adventure ever, forcing her to learn how to fight and keep a cool head to survive and save her crewmates. This girl made more Soak rolls in a couple days than some of my players have made over the course of a couple months. Maybe I'm just a nice GM like that.<br />
<br />
This adventure—showing her a glimpse of the supernatural and that not all legends are fiction—now drives her to new adventures and more bizarre horizons. Only the future can really tell what's in store for Lara in her next adventure.<br />
<br />
There's Lara Croft. No, she doesn't have Two-Fisted (yet) since this is the reboot, but I'll be keeping a close eye on this series and keep her updated to the best of my ability. Leave questions, comments, and reboot hate down below.<br />
—DoctorBosondoctorbosonhttp://www.blogger.com/profile/11052086497091238082noreply@blogger.com1tag:blogger.com,1999:blog-7546010465977061586.post-48728067008690672962015-06-14T13:47:00.003-05:002016-09-06T12:21:23.747-05:00Kenzo Tenma—NeurosurgeonNow, normally, the rule of thumb is that anime is off limits when it comes to Savaging. <i>Monster</i> is the exception that makes the rule. It's one of my favorite shows and it was ripe for a Savaging.<br />
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<br />
<b>Name:</b> Kenzo Tenma<br />
<b>Race:</b> Human<br />
<b>Experience:</b> 65 (Heroic)<br />
Agility d6; Smarts d10; Spirit d8; Strength d6; Vigor d6<br />
Pace 6; Parry 4; Charisma 0; Toughness 5<br />
<b>Hindrances:</b> Code of Honor, Death Wish (m—Kill Johann), Heroic, Pacifist (m), Wanted (M)<br />
<b>Edges:</b> Rich, Doctor, Common Bond, Quick Draw, Level Headed, Elan, Scholar (Medicine)<br />
<b>Skills:</b> Fighting d4, Healing d12, Intimidation d4, Investigation d8, Knowledge (Medicine) d10, Notice d6, Persuasion d6, Shooting d6, Stealth d6, Streetwise d6<br />
<b>Inventory:</b> Taurus 845 (2d6+1, AP 1, 12/24/48, Semi-Auto)<br />
<br />
Kenzo Tenma is a brilliant Japanese neurosurgeon that moved to Germany after reading a paper by a Doctor Heinemann, the director of a hospital in Munich, and began to work. His talent rocketed him to the top of the hospital's politics, but Tenma's idealism prevented him from really participating in the director's game. When he realized what was happening, he disobeyed an order from the director, operating on a boy with a gunshot wound to the head and was thoroughly ruined afterwards.<br />
<br />
That is, until the murders of the three individuals that had made Tenma's life hell. Years later, this cold case came back to life and Tenma was framed, prompting him to run and end the man that had framed him and killed those four.<br />
<br />
Over the course of his four year journey, the good Doctor learned how to wield a gun, navigate the streets of Germany undetected, and otherwise avoid capture and prepare for his final goal, but his heroism and call for peace and forgiveness never wavered in all that time.<br />
<br />
Tenma has an Edge from Realms of Cthulhu (Doctor) that effectively functions as the Healer Edge from the core rules, as a Professional Edge makes more sense than the Weird Edge.<br />
<br />
This is one of the few anime that has a full, vibrant, and easily Savageable cast, and it's good to get a character below Legendary in here now and again. Leave questions, comments, and Monster love below.<br />
—DoctorBosondoctorbosonhttp://www.blogger.com/profile/11052086497091238082noreply@blogger.com2tag:blogger.com,1999:blog-7546010465977061586.post-34080925319748606282015-06-03T17:46:00.000-05:002016-01-10T15:41:42.993-06:00Tony Stark's Hall of ArmorsUPDATE: Goddamn, there's so many of these things. I have some updated ones listed over <a href="http://savagemcu.blogspot.com/2016/01/tony-starks-hall-of-armors.html">here</a> for your viewing pleasure and just general shits and giggles. As usual, this post is gonna stay up for posterity.<br />
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————————————————————————————————————————<br />
<br />
This will be a post solely dedicated to all of Stark's now-obsolete armors, just for the sake of posterity.<br />
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<a href="http://vignette2.wikia.nocookie.net/marvelcinematicuniverse/images/9/99/Iron_Man_Armor_Mark_I.jpg/revision/latest?cb=20140428020645" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://vignette2.wikia.nocookie.net/marvelcinematicuniverse/images/9/99/Iron_Man_Armor_Mark_I.jpg/revision/latest?cb=20140428020645" height="400" width="215" /></a></div>
<br />
<b>Iron Man Mk. I (35 PP)</b><br />
<b>From:</b> Iron Man<br />
<ul>
<li><b>Armor +6 (5):</b> Heavy Armor, Partial Protection (–1), Device (–1, power armor).</li>
<li><b>Attack, Melee (4):</b> Damage Str+2d6, Heavy Weapon. Contingent on <i>armor</i>.</li>
<li><b>Mini-Rockets (6):</b> Range 12/24/48, Damage 4d6, RoF 1, AP 6, MBT, Heavy Weapon, Lethal, Limitation (–2, only 2 shots). Contingent on <i>armor</i>.</li>
<li><b>Flamethrower (4): </b>Range Cone Template, Damage 2d10, RoF 1, Enhanced Damage, Lethal. Contingent on <i>armor</i>.</li>
<li><b>Flamethrower (4): </b>Range Cone Template, Damage 2d10, RoF 1, Enhanced Damage, Lethal. Contingent on <i>armor</i>.</li>
<li><b>Flight (4):</b> Pace ×4, Climb 0, –1 to hit while flying. Contingent on <i>armor</i>. Slow to Activate.</li>
<li><b>Growth (1):</b> Size +1 (+1 Size, Strength, and Toughness). Monster. Contingent on <i>armor</i>.</li>
<li><b>Super Attribute (5):</b> Strength +3. Contingent on <i>armor</i>. </li>
<li><b>Super Edge (1):</b> Two-Fisted. Contingent on <i>armor</i>.</li>
<li><b>Super Skills (1):</b> Piloting +1, Shooting +1. Contingent on <i>armor</i>.</li>
</ul>
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<div class="separator" style="clear: both; text-align: center;">
<a href="http://vignette3.wikia.nocookie.net/marvelcinematicuniverse/images/5/5e/Iron_Man_Armor_Mark_II.jpg/revision/latest?cb=20140428020728" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://vignette3.wikia.nocookie.net/marvelcinematicuniverse/images/5/5e/Iron_Man_Armor_Mark_II.jpg/revision/latest?cb=20140428020728" height="400" width="216" /></a></div>
<br />
<b>Iron Man Mk. II (45 PP)</b><br />
<b>From: </b>Iron Man, Iron Man 2<br />
<ul>
<li><b>Armor +12 (8):</b> Heavy Armor, Device (–1, power armor), Slow to Activate.</li>
<li><b>Attack, Melee (6):</b> Damage Str+2d6, Heavy Weapon, Multiple Attacks, Contingent on <i>armor</i>.</li>
<li><b>Repulsor Beam (6): </b>Range 12/24/48, Damage 4d6, RoF 1, Heavy Weapon, Device (–1, repulsor gauntlet).</li>
<li><b>Repulsor Beam (6): </b>Range 12/24/48, Damage 4d6, RoF 1, Heavy Weapon, Device (–1, repulsor gauntlet).</li>
<li><b>Flight (18):</b> Sonic Speed, Climb 0, –6 to hit while flying. Contingent on <i>armor</i>, Switchable (Primary with <i>repulsor beam</i>, <i>repulsor beam</i>, and <i>combat flight</i> as a set, and <i>repulsor beam</i>, <i>attack, melee</i>, and <i>combat flight</i> as a set). </li>
<li><b>Combat Flight (3):</b> Pace 12, Climb 0. Contingent on <i>armor</i>.</li>
<li><b>Heightened Senses (1):</b> Eagle Eyes, Low Light Vision, Contingent on <i>armor</i>.</li>
<li><b>Super Attribute (16):</b> Strength +7, Vigor +2. Contingent on <i>armor</i>. </li>
<li><b>Super Edge (1):</b> Nerves of Steel. Contingent on <i>armor</i>.</li>
<li><b>Super Skills (1):</b> Notice +1, Piloting +1. Contingent on <i>armor</i>.</li>
</ul>
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<br />
<b>Iron Man Mk. III (70 PP)</b><br />
<b>From: </b>Iron Man<br />
<ul>
<li><b>Armor +12 (8):</b> Heavy Armor, Device (–1, power armor), Slow to Activate.</li>
<li><b>Attack, Melee (6):</b> Damage Str+2d6, Heavy Weapon, Multiple Attacks, Contingent on <i>armor</i>.</li>
<li><b>Anti-Infantry Darts (20):</b> Range 12/24/48, Damage 3d6, RoF 5, Lethal, Contingent on <i>armor</i>. Switchable (Primary with <i>anti-tank missile,</i> <i>attack, melee</i>, and <i>unibeam</i>).</li>
<li><b>Anti-Tank Missile (14):</b> Range 12/24/48, Damage 5d6, RoF 1, AP 4, MBT, Focus, Heavy Weapon, Lethal. Contingent on <i>armor</i>.</li>
<li><b>Repulsor Beam (6): </b>Range 12/24/48, Damage 4d6, RoF 1, Heavy Weapon, Device (–1, repulsor gauntlet).</li>
<li><b>Repulsor Beam (6): </b>Range 12/24/48, Damage 4d6, RoF 1, Heavy Weapon, Device (–1, repulsor gauntlet).</li>
<li><b>Unibeam (14):</b> Range 12/24/48, Damage 4d10, RoF 1, AP 4, Focus, Heavy Weapon, Contingent on <i>armor</i>. Limitation (–1, Focus only).</li>
<li><b>Doesn't Breathe (1):</b> Contingent on <i>armor</i>. (Sealed suit).</li>
<li><b>Flight (19):</b> Sonic Speed, Climb 4, –6 to hit while flying. Contingent on <i>armor</i>, Switchable (Primary with <i>repulsor beam</i>, <i>repulsor beam</i>, and <i>combat flight</i> as a set). </li>
<li><b>Combat Flight (5):</b> Pace 24, Climb 0. Contingent on <i>armor</i>.</li>
<li><b>Heightened Senses (1):</b> Eagle Eyes, Low Light Vision, Contingent on <i>armor</i>.</li>
<li><b>Resistance (3):</b> Air, Cold, Heat, Radiation, Contingent on <i>armor</i>.</li>
<li><b>Super Attribute (16):</b> Strength +7, Vigor +2. Contingent on <i>armor</i>. </li>
<li><b>Super Edge (1):</b> Nerves of Steel. Contingent on <i>armor</i>.</li>
<li><b>Super Skills (1):</b> Notice +1, Shooting +1. Contingent on <i>armor</i>.</li>
</ul>
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<br />
<b>Iron Man Mk. IV (70 PP)</b><br />
<b>From: </b>Iron Man 2<br />
<ul>
<li><b>Armor +12 (8):</b> Heavy Armor, Device (–1, power armor), Slow to Activate.</li>
<li><b>Attack, Melee (2):</b> Damage Str+d6, Heavy Weapon, Contingent on <i>armor</i>.</li>
<li><b>Anti-Infantry Darts (18):</b> Range 12/24/48, Damage 3d6, RoF 5, Lethal, Contingent on <i>armor</i>. Switchable (Primary with <i>anti-tank missile</i> and <i>unibeam</i>).</li>
<li><b>Anti-Tank Missile (12):</b> Range 12/24/48, Damage 5d6, RoF 1, AP 4, MBT, Focus, Heavy Weapon, Lethal. Contingent on <i>armor</i>.</li>
<li><b>Repulsor Beam (6): </b>Range 12/24/48, Damage 4d6, RoF 1, Heavy Weapon, Device (–1, repulsor gauntlet).</li>
<li><b>Repulsor Beam (6): </b>Range 12/24/48, Damage 4d6, RoF 1, Heavy Weapon, Device (–1, repulsor gauntlet).</li>
<li><b>Unibeam (14):</b> Range 12/24/48, Damage 4d10, RoF 1, AP 4, Focus, Heavy Weapon, Contingent on <i>armor</i>. Limitation (–1, Focus only).</li>
<li><b>Doesn't Breathe (1):</b> Contingent on <i>armor</i>. (Sealed suit).</li>
<li><b>Flight (19):</b> Sonic Speed, Climb 4, –6 to hit while flying. Contingent on <i>armor</i>, Switchable (Primary with <i>repulsor beam</i>, <i>repulsor beam</i>, and <i>combat flight</i> as a set). </li>
<li><b>Combat Flight (5):</b> Pace 24, Climb 0. Contingent on <i>armor</i>.</li>
<li><b>Heightened Senses (1):</b> Eagle Eyes, Low Light Vision, Contingent on <i>armor</i>.</li>
<li><b>Resistance (3):</b> Air, Cold, Heat, Radiation, Contingent on <i>armor</i>.</li>
<li><b>Super Attribute (16):</b> Strength +7, Vigor +2. Contingent on <i>armor</i>. </li>
<li><b>Super Edge (1):</b> Nerves of Steel. Contingent on <i>armor</i>.</li>
<li><b>Super Skills (1):</b> Notice +1, Shooting +1. Contingent on <i>armor</i>.</li>
</ul>
<br />
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<br />
<b>Iron Man Mk. V (35 PP)</b><br />
<b>From: </b>Iron Man 2<br />
<ul>
<li><b>Armor +8 (7):</b> Heavy Armor, Device (–1, power armor), Slow to Activate.</li>
<li><b>Attack, Melee (2):</b> Damage Str+d6, Heavy Weapon, Contingent on <i>armor</i>.</li>
<li><b>Repulsor Beam (6): </b>Range 12/24/48, Damage 4d6, RoF 1, Heavy Weapon, Device (–1, repulsor gauntlet).</li>
<li><b>Repulsor Beam (6): </b>Range 12/24/48, Damage 4d6, RoF 1, Heavy Weapon, Device (–1, repulsor gauntlet).</li>
<li><b>Heightened Senses (1):</b> Eagle Eyes, Low Light Vision, Contingent on <i>armor</i>.</li>
<li><b>Super Attribute (13):</b> Strength +7, Vigor +2. Contingent on <i>armor</i>. </li>
<li><b>Super Edge (1):</b> Nerves of Steel. Contingent on <i>armor</i>.</li>
</ul>
<br />
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<br />
<b>Iron Man Mk. VI (70 PP)</b><br />
<b>From: </b>Iron Man 2, The Avengers<br />
<ul>
<li><b>Armor +12 (8):</b> Heavy Armor, Device (–1, power armor), Slow to Activate.</li>
<li><b>Attack, Melee (4):</b> Damage Str+d6, Heavy Weapon, Multiple Attacks. Contingent on <i>armor</i>.</li>
<li><b>Anti-Infantry Darts (18):</b> Range 12/24/48, Damage 3d6, RoF 5, Lethal, Contingent on <i>armor</i>. Switchable (Primary with <i>anti-tank missile</i> and <i>unibeam</i>).</li>
<li><b>Anti-Tank Missile (12):</b> Range 12/24/48, Damage 5d6, RoF 1, AP 4, MBT, Focus, Heavy Weapon, Lethal. Contingent on <i>armor</i>.</li>
<li><b>Mini-Rockets (14):</b> Range 12/24/48, Damage 3d6, AP 6, RoF 3, MBT, Heavy Weapon, Lethal, Contingent on <i>armor</i>.</li>
<li><b>Repulsor Beam (6): </b>Range 12/24/48, Damage 4d6, RoF 1, Heavy Weapon, Device (–1, repulsor gauntlet).</li>
<li><b>Repulsor Beam (6): </b>Range 12/24/48, Damage 4d6, RoF 1, Heavy Weapon, Device (–1, repulsor gauntlet).</li>
<li><b>Doesn't Breathe (1):</b> Contingent on <i>armor</i>. (Sealed suit).</li>
<li><b>Flight (19):</b> Sonic Speed, Climb 4, –6 to hit while flying. Contingent on <i>armor</i>, Switchable (Primary with <i>repulsor beam</i>, <i>repulsor beam</i>, and <i>combat flight</i> as a set). </li>
<li><b>Combat Flight (5):</b> Pace 24, Climb 0. Contingent on <i>armor</i>.</li>
<li><b>Heightened Senses (1):</b> Eagle Eyes, Low Light Vision, Contingent on <i>armor</i>.</li>
<li><b>Resistance (3):</b> Air, Cold, Heat, Radiation, Contingent on <i>armor</i>.</li>
<li><b>Super Attribute (16):</b> Strength +7, Vigor +2. Contingent on <i>armor</i>. </li>
<li><b>Super Edge (1):</b> Nerves of Steel. Contingent on <i>armor</i>.</li>
<li><b>Super Skills (1):</b> Notice +1, Shooting +1. Contingent on <i>armor</i>.</li>
</ul>
<b>Power Stunts:</b><br />
<ul>
<li><b>Explode (8):</b> Damage 5d8, Heavy Weapon. Device (–1, Laser System). Power Stunt on Anti-Tank Missile (experimental weapon system). Iron Man 2.</li>
<li><b>Absorption (7):</b> Reflection, Transference. Contingent on <i>armor</i>. Power Stunt on Armor (energy capacitors). The Avengers.</li>
<li><b>Unibeam (14):</b> Range 12/24/48, Damage 4d10, RoF 1, AP 4, Focus, Heavy Weapon, Contingent on <i>armor</i>. Limitation (–1, Focus only). Power Stunt on Repulsor Beams ×2 (overcharged armor systems). The Avengers.</li>
</ul>
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<br />
<b>Iron Man Mk. VII (85 PP)</b><br />
<b>From: </b>The Avengers<br />
<ul>
<li><b>Armor +14 (9):</b> Heavy Armor, Device (–1, power armor), Slow to Activate.</li>
<li><b>Attack, Melee (2):</b> Damage Str+d6, Heavy Weapon, Contingent on <i>armor</i>.</li>
<li><b>Anti-Infantry Darts (14):</b> Range 12/24/48, Damage 3d6, RoF 5, Lethal, Contingent on <i>armor</i>. </li>
<li><b>Anti-Tank Missile (14):</b> Range 12/24/48, Damage 5d6, RoF 1, AP 4, MBT, Focus, Heavy Weapon, Lethal. Contingent on <i>armor</i>.</li>
<li><b>Mini-Rockets (20):</b> Range 12/24/48, Damage 4d6, AP 6, RoF 3, MBT, Heavy Weapon, Lethal, Contingent on <i>armor</i>. Switchable (Primary with <i>anti-infantry darts</i> and <i>anti-tank missile</i>).</li>
<li><b>Repulsor Beam (6): </b>Range 12/24/48, Damage 4d6, RoF 1, Heavy Weapon, Device (–1, repulsor gauntlet).</li>
<li><b>Repulsor Beam (6): </b>Range 12/24/48, Damage 4d6, RoF 1, Heavy Weapon, Device (–1, repulsor gauntlet).</li>
<li><b>Tri-Laser System (8): </b>Range 12/24/48, Damage 3d6, RoF 1, AP 10, Heavy Weapon, Lethal. Contingent on <i>armor</i>.</li>
<li><b>Doesn't Breathe (1):</b> Contingent on <i>armor</i>. (Sealed suit).</li>
<li><b>Flight (23):</b> Super Sonic Speed, Climb 2, –8 to hit while flying. Contingent on <i>armor</i>, Switchable (Primary with <i>repulsor beam</i>, <i>repulsor beam</i>, and <i>combat flight</i> as a set, and <i>repulsor beam, tri-laser system,</i> and <i>combat flight 2</i> as a set; active with <i>repulsor beam</i>). </li>
<li><b>Combat Flight (13):</b> Pace 192, Climb 4, –4 to hit while flying. Contingent on <i>armor</i>.</li>
<li><b>Combat Flight 2 (11):</b> Pace 192, Climb 0, –4 to hit while flying. Contingent on <i>armor</i>.</li>
<li><b>Heightened Senses (1):</b> Eagle Eyes, Low Light Vision, Contingent on <i>armor</i>.</li>
<li><b>Resistance (3):</b> Air, Cold, Heat, Radiation, Contingent on <i>armor</i>.</li>
<li><b>Super Attribute (18):</b> Strength +8, Vigor +2. Contingent on <i>armor</i>. </li>
<li><b>Super Edge (1):</b> Nerves of Steel. Contingent on <i>armor</i>.</li>
<li><b>Super Skills (1):</b> Notice +1, Shooting +1. Contingent on <i>armor</i>.</li>
</ul>
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="http://vignette2.wikia.nocookie.net/marvelcinematicuniverse/images/2/28/IM_Armor_Mark_XLII.jpg/revision/latest?cb=20131101041258" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://vignette2.wikia.nocookie.net/marvelcinematicuniverse/images/2/28/IM_Armor_Mark_XLII.jpg/revision/latest?cb=20131101041258" height="400" width="216" /></a></div>
<br />
<b>Iron Man Mk. XLII (60 PP)</b><br />
<b>From: </b>Iron Man 3<br />
<ul>
<li><b>Armor +14 (9):</b> Heavy Armor, Device (–1, power armor), Slow to Activate.</li>
<li><b>Attack, Melee (2):</b> Damage Str+d6, Heavy Weapon, Contingent on <i>armor</i>.</li>
<li><b>Repulsor Beam (6): </b>Range 12/24/48, Damage 4d6, RoF 1, Heavy Weapon, Device (–1, repulsor gauntlet).</li>
<li><b>Repulsor Beam (6): </b>Range 12/24/48, Damage 4d6, RoF 1, Heavy Weapon, Device (–1, repulsor gauntlet).</li>
<li><b>Doesn't Breathe (1):</b> Contingent on <i>armor</i>. (Sealed suit).</li>
<li><b>Duplication (2):</b> Level 1, No Tell, Sturdy. Device (–1, remote headest), Limitation (–2, Stark loses all powers while active). (Remote control of the suit).</li>
<li><b>Flight (18):</b> Sonic Speed, Climb 4, –6 to hit while flying. Contingent on <i>armor</i>, Switchable (Primary with <i>repulsor beam</i>, <i>repulsor beam</i>, and <i>combat flight</i> as a set; active with <i>repulsor beam</i>). </li>
<li><b>Combat Flight (10):</b> Pace 192, Climb 2, –4 to hit while flying. Device (–1, boots and gauntlets).</li>
<li><b>Heightened Senses (1):</b> Eagle Eyes, Low Light Vision, Contingent on <i>armor</i>.</li>
<li><b>Resistance (3):</b> Air, Cold, Heat, Radiation, Contingent on <i>armor</i>.</li>
<li><b>Super Attribute (16):</b> Strength +7, Vigor +2. Contingent on <i>armor</i>. </li>
<li><b>Super Edge (1):</b> Nerves of Steel. Contingent on <i>armor</i>.</li>
<li><b>Super Skills (1):</b> Notice +1, Shooting +1. Contingent on <i>armor</i>.</li>
</ul>
<br />
The Mk. XLII's <i>duplication</i> has a custom modifier that doubles the total cost to allow duplicates to have 3 Wound levels. This does not allow them to roll a Wild Die and are considered Extras in every other respect.<br />
<br />
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<br />
<b>Iron Man Mk. XLIII (85 PP)</b><br />
<b>From: </b>Age of Ultron<br />
<ul>
<li><b>Armor +14 (9):</b> Heavy Armor, Device (–1, power armor), Slow to Activate.</li>
<li><b>Attack, Melee (6):</b> Damage Str+2d6, Heavy Weapon, Multiple Attacks, Contingent on <i>armor</i>.</li>
<li><b>Anti-Infantry Darts (15):</b> Range 12/24/48, Damage 3d6, RoF 5, Contingent on <i>armor</i>. </li>
<li><b>Anti-Tank Missile (16):</b> Range 12/24/48, Damage 6d6, RoF 1, AP 4, MBT, Focus, Heavy Weapon, Lethal. Contingent on <i>armor</i>.</li>
<li><b>Mini-Rockets (22):</b> Range 12/24/48, Damage 4d6, AP 6, RoF 3, MBT, Heavy Weapon, Lethal, Contingent on <i>armor</i>. Switchable (Primary with <i>anti-infantry darts,</i> <i>anti-tank missile, </i>and <i>attack, melee, duplication,</i> and <i>heightened senses (infravision & spatial sense)</i> as a set).</li>
<li><b>Repulsor Beam (6): </b>Range 12/24/48, Damage 4d6, RoF 1, Heavy Weapon, Device (–1, repulsor gauntlet).</li>
<li><b>Repulsor Beam (6): </b>Range 12/24/48, Damage 4d6, RoF 1, Heavy Weapon, Device (–1, repulsor gauntlet).</li>
<li><b>Tri-Laser System (8): </b>Range 12/24/48, Damage 3d6, RoF 1, AP 10, Heavy Weapon, Lethal. Contingent on <i>armor</i>.</li>
<li><b>Doesn't Breathe (1):</b> Contingent on <i>armor</i>. (Sealed suit).</li>
<li><b>Duplication (1):</b> Level 1, No Tell. Device (–1, remote headest), Limitation (–2, Stark loses all powers while active). (Sentry Mode).</li>
<li><b>Flight (23):</b> Super Sonic Speed, Climb 2, –8 to hit while flying. Contingent on <i>armor</i>, Switchable (Primary with <i>repulsor beam</i>, <i>repulsor beam</i>, and <i>combat flight</i> as a set, and <i>repulsor beam, tri-laser system,</i> and <i>combat flight 2</i> as a set; active with <i>repulsor beam</i>). </li>
<li><b>Combat Flight (13):</b> Pace 192, Climb 4, –4 to hit while flying. Contingent on <i>armor</i>.</li>
<li><b>Combat Flight 2 (11):</b> Pace 192, Climb 0, –4 to hit while flying. Contingent on <i>armor</i>.</li>
<li><b>Heightened Senses (1):</b> Eagle Eyes, Low Light Vision, Contingent on <i>armor</i>.</li>
<li><b>Heightened Senses (3):</b> Infravision, Spatial Sense.</li>
<li><b>Resistance (3):</b> Air, Cold, Heat, Radiation, Contingent on <i>armor</i>.</li>
<li><b>Super Attribute (18):</b> Strength +8, Vigor +2. Contingent on <i>armor</i>. </li>
<li><b>Super Edge (1):</b> Nerves of Steel. Contingent on <i>armor</i>.</li>
<li><b>Super Skills (1):</b> Notice +1, Shooting +1. Contingent on <i>armor</i>.</li>
</ul>
<div class="separator" style="clear: both; text-align: center;">
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<div class="separator" style="clear: both; text-align: center;">
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<br />
<b>Iron Man Mk. XLIV Veronica Protocol/Hulk Buster (85 PP)</b><br />
<b>From:</b> Avengers: Age of Ultron<br />
<ul>
<li><b>Armor +20 (14):</b> Hardy, Heavy Armor, Device (–1, power armor), Slow to Activate, Limitation (–1, Requires another suit to interface with).</li>
<li><b>Attack, Melee (4):</b> Damage Str+d6, Heavy Weapon, Multiple Attacks. Contingent on <i>armor</i>.</li>
<li><b>Repulsor Blast (10): </b>Range 12/24/48, Damage 6d6, Heavy Weapon. Contingent on <i>armor</i>.</li>
<li><b>Mini-Rockets (18):</b> Range 12/24/48, Damage 4d6, AP 6, RoF 3, MBT, Heavy Weapon, Lethal, Contingent on <i>armor</i>. Switchable (Primary with <i>repulsor beam</i> and <i>flight</i>).</li>
<li><b>Doesn't Breathe (1):</b> Sealed Suit.</li>
<li><b>Flight (5):</b> Pace 24, Climb 0, –1 to hit while flying. Contingent on <i>armor.</i></li>
<li><b>Growth (9):</b> Size +4 (+4 Size, Strength, and Toughness). Monster. Contingent on <i>armor</i>.</li>
<li><b>Heightened Senses (1):</b> Eagle Eyes, Low Light Vision. Contingent on <i>armor</i>.</li>
<li><b>Regeneration (8):</b> Level 5, Regrowth. Device (–1, Victoria sentry), Limitation (–1, armor only), Limitation (–2, regrowth only).</li>
<li><b>Stun (2):</b> Strong. Contingent on <i>armor</i>. (Gas spray.)</li>
<li><b>Super Attribute (20):</b> Strength +8, Vigor +2. Not Today (Strength). Contingent on <i>armor</i>. </li>
<li><b>Super Edge (7):</b> Improved Frenzy, Nerves of Steel. Contingent on <i>armor</i>.</li>
<li><b>Super Skills (1):</b> Fighting +1, Shooting <complete id="goog_1139546243">+1</complete>. Contingent on <i>armor</i>.</li>
</ul>
<div>
<br /></div>
doctorbosonhttp://www.blogger.com/profile/11052086497091238082noreply@blogger.com0tag:blogger.com,1999:blog-7546010465977061586.post-14567723273522050312015-05-27T16:12:00.000-05:002015-12-28T15:31:52.550-06:00Clark Kent—SupermanHey, look at that, I've redone Superman on his own DC blog too. I'm leaving this post available for folks to see Superman at a different power level, but his definitive stats from the DC Cinematic Universe are located <a href="http://savagedceu.blogspot.com/2015/12/clark-kentsuperman.html">here</a>. He's had his experienced reduced very slightly (as he has nearly no combat experience or training), but subsequently has had his actual powers increased significantly, with higher strength, durability, range, and speed. Truly, he is a god among men.<br />
<br />
Maybe we should have him and Thor fight to see who comes out on top.<br />
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<br />
Yup. I've got a few more characters up my sleeve, I'm taking a swing at <i>him</i>. This could either go really, really well or really, really poorly. Just for the sake of sanity, I'm going to be working with the Man of Steel Superman and nothing more—no other movies or comics or TV shows or anything. He's bullshitty enough as it is.<br />
<br />
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<br />
<b>Name:</b> Kal-El/Clark Kent<br />
<b>Race:</b> Kryptonian<br />
<b>Experience:</b> 40 (Veteran)<br />
Agility d8; Smarts d8; Spirit d8; Strength d12+8; Vigor d10<br />
Pace 6; Parry 7; Charisma 4; Toughness 26 (10)<br />
<b>Hindrances:</b> Heroic, Loyal, Pacifist (m), Power Negation (Kryponite)<br />
<b>Edges:</b> Arcane Background (Super Powers), Attractive, Brawny, Charismatic, Take the Hit, Elan.<br />
<b>Skills:</b> Climbing d6, Fighting d10, Intimidation d6, Notice d8, Persuasion d4, Shooting d8, Stealth d4, Streetwise d4, Swimming d8<br />
<b>Inventory:</b> Costume<br />
<b>Super Powers:</b><br />
<ul>
<li><b>Armor +10 (5):</b> Extremely hard skin.</li>
<li><b>Attack, Melee (7):</b> Damage Str+2d6, Heavy Weapon, Multiple Attacks.</li>
<li><b>Attack, Ranged (18):</b> Range 12/24/48, Damage 5d6, RoF 2, AP 6, Heavy Weapon, Lethal, Switchable (primary with <i>heightened senses</i> and <i>regeneration</i> as a set and <i>attack, melee</i> and <i>extra action</i> as a set). (Heat Vision).</li>
<li><b>Doesn't Breathe (2):</b> Kryptonian Powers.</li>
<li><b>Extra Action (3):</b> One extra action per round</li>
<li><b>Flight (19):</b> Super Sonic Speed, Climb 2, –8 to hit while flying. </li>
<li><b>Heightened Senses (5):</b> Eagle Eyes, Super Hearing, Super Sight, Spatial Sense (x-ray vision).</li>
<li><b>Regeneration (9):</b> Level 4, roll to heal every minute. Recovery.</li>
<li><b>Resistance (4):</b> Air, Cold, Heat, Radiation.</li>
<li><b>Super Attributes (26):</b> Agility +1, Strength +10, Vigor +2.</li>
<li><b>Toughness +8 (11):</b> Hardy.</li>
</ul>
<br />
Kal-El, known under the alias of Clark Kent on earth, is the lone survivor of the planet Krypton, which was destroyed in a planetary catastrophe years ago. Once he was recovered near a farm in Kansas, he was raised as a normal child, learning how to control his incredible abilities over his life. Today, he wears his iconic blue and red suit, donning the title of Superman (a Cosmic level hero with Super Karma).<br />
<br />
We all know his powers. He hits hard, he flies fast, he has heat vision, and he's almost invincible. He does not, however, have any real form of martial training, instead relying on raw speed and strength to carry him (admittedly quite well) through a fight. After humanity's first contact with aliens, he took up a job at the Daily Bugle as a reporter.<br />
<br />
There's nothing else really special here to note. He's straight out of the book with all of his powers. He does have some form of regeneration, and although it's not explicitly stated it is shown, being that a few hours after his Kansas battle he is on his feet and shrugged the beating off from earlier.<br />
<br />
The Man of Steel is here. And I'm really, really hoping that he doesn't have any new powers Dawn of Justice because I'm really gonna have to strain to keep him rules-legal if they do. Leave questions, comments, and Superman hate below.<br />
—DoctorBosondoctorbosonhttp://www.blogger.com/profile/11052086497091238082noreply@blogger.com0tag:blogger.com,1999:blog-7546010465977061586.post-1197034602687297022015-05-04T12:00:00.000-05:002015-05-13T10:09:24.011-05:00Age of Ultron—Patch NotesAfter watching the new Avengers film, I felt it was apt to update the entries to the Avengers that I've already put out on the blog. For those that want to see the updates and know why I chose to do what I have <i>without</i> having to hunt through the entries by memory, I am listing everything below for simple access and review.<br />
<br />
<span style="font-size: x-large;"><b>Note: AGE OF ULTRON SPOILERS BELOW</b></span><br />
<br />
<a href="http://savageit.blogspot.com/2015/04/brucer-bannerthe-hulk.html"><span style="font-size: large;">Bruce Banner/Hulk</span></a><br />
<div>
Bruce Banner has had to deal with a lot, recently... primarily having to go Code Green in a series of raids on HYDRA bases with the rest of the Avengers. The big guy has taken a series of nerfs because I may have overbuilt him on my first go, but he has a much easier time ending his rampage due to Black Widow's influence on him, and is gaining much more control over this form. Banner is no longer actively Wanted by the U.S. Military, and has become even further proficient in his scientific fields. Bruce is acknowledged as being "unparalleled" in bio-mechanics, and has thus lost his chemical knowledge in favor of biological.<br />
<br />
Banner<br />
Knowledge (Chemistry) changed into Knowledge (Biology).<br />
Knowledge (Biology) increased to d10 from d8.<br />
Knowledge (Computers) increased to d8 from d6.<br />
Wanted bought off.<br />
<br />
Hulk<br />
Attack, Melee changed to no longer include AP 2.<br />
Improved Frenzy removed.<br />
Leaping increased to Level 5 from Level 4.<br />
Regeneration increased to Level 3 from Level 2.<br />
Smarts increased to d6 from d4.<br />
Strength reduced to d12+10 from d12+12.<br />
Super Strength reduced to +8 from +9.<br />
<br />
<br />
<a href="http://savageit.blogspot.com/2015/04/steve-rogerscaptain-america.html"><span style="font-size: large;">Captain America</span></a><br />
Steve isn’t really doing <i>too</i> much new in this film. I’m back and forth on the power changes, since he doesn’t <i>always</i> use the Shield, but the other powers aren’t used all too much either. That said, he still does a <i>lot</i> of fun stuff between Thor and Cap’s shield.<br />
<br />
Dynamic Duo (Thor) added.<br />
Immune to Disease removed.<br />
Multiple Attacks (Attack, Melee modifier) added.<br />
Protector 2 changed to Protector 1 (Deflection modifier).<br />
<br />
<br />
<a href="http://savageit.blogspot.com/2015/04/tony-starkiron-man.html"><span style="font-size: large;">Iron Man</span></a><br />
Stark has been one of the most active members of the Avengers, and even though he has highly focused on his ranged capabilities, with beams and missiles and darts, his hand-to-hand capabilities have improved; so much so that he is able to hold his own directly against the Hulk, with the assistance of his new Hulk Buster armor. I'm also including stats for the Mk. I Armor from the first movie for posterity.<br />
<br />
Added stats for the Mk. I Armor.<br />
Added stats for the Victoria Protocol (Hulk Buster).<br />
First Strike added.<br />
<br />
<br />
<a href="http://savageit.blogspot.com/2015/04/natasha-romanoffblack-widow.html"><span style="font-size: large;">Black Widow</span></a><br />
Agent Romanoff has not changed a whole lot from her other portrayals. She is a much more proficient driver than previously, and now has electrical batons.<br />
<br />
Driving increased to d8.<br />
Attack, melee added (×2).<br />
Speed removed.<br />
<br />
<br />
<a href="http://savageit.blogspot.com/2015/04/clint-bartonhawkeye.html"><span style="font-size: large;">Hawkeye</span></a><br />
This is Hawkeye’s movie. He’s built into a real, feeling character that the audience can really care about. We also get to see a slightly more extensive use of some of his powers, since he’s actually doing stuff this movie. I’ve had to completely rebuild him with everything we have now.<br />
<br />
First Strike added.<br />
Ensnare removed.<br />
Extraction removed.<br />
Heroic added.<br />
Improved Trademark Weapon removed.<br />
Overconfident removed.<br />
Repair d4 added.<br />
Strong (Stun modifier) added.<br />
Super Sight (Heightened Senses modifier) removed.<br />
Super Skill (Throwing +2) added.<br />
Taunt d6 added.<br />
Throwing d8 added.<br />
<br />
<br />
<a href="http://savageit.blogspot.com/2015/04/thorgod-of-thunder.html"><span style="font-size: large;">Thor</span></a><br />
The God of thunder has had a few tweaks to make him even more powerful, making use of more powers through Switchable; he now has direct Energy Control (as we see him transfer energy into the pod) and can supercharge his hammer with lightning for more power. He has also become an even <i>more</i> proficient fighter.<br />
<br />
Attack, melee (Str+3d6) added.<br />
Attack, ranged (3d10) made Switchable with energy control and with attack, melee (Str+3d6).<br />
Energy control added.<br />
Improved First Strike added.<br />
Hardy removed.<br />
Written Word (Speak Language modifier) added.</div>
doctorbosonhttp://www.blogger.com/profile/11052086497091238082noreply@blogger.com1tag:blogger.com,1999:blog-7546010465977061586.post-18566178182514353502015-04-30T12:00:00.000-05:002015-11-19T22:55:37.270-06:00Thor—God of ThunderImportant edit: over at Savage MCU I've rebuilt Thor from the ground up. His higher XP more accounts for his absurd age and battlefield experience, and his powers themselves have gotten a substantial boost to fall in line with other Asgardians as a baseline and far surpass them when necessary. <a href="http://savagemcu.blogspot.com/2015/11/thorgod-of-thunder.html">The definitive Thor profile</a> will be hosted there and I'll leave this post up for the folks that want to see this older iteration.<br />
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<br />
We're looking at our final Avenger before the official release of tomorrow's movie. We're finally gonna look at Thor Odinson.<br />
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<br />
<b>Name: </b>Thor Odinson<br />
<b>Race: </b>Asgardian<br />
<b>Experience:</b> 150 (Legendary)<br />
Agility d10; Smarts d6; Spirit d8; Strength d12+8; Vigor d12<br />
Pace 6; Parry 8; Charisma 4; Toughness 24 (8)<br />
<b>Hindrances: </b><strike>Arrogant</strike>, Code of Honor, Heroic, Loyal<br />
<b>Edges: </b>Arcane Background (Super Powers), Attractive, Brawny, Noble, Improved Sweep, Improved First Strike, Improved Frenzy, Command, Trademark Weapon (Mjolnir), Take the Hit, Dodge, Counterattack, Nerves of Steel<br />
<div>
<b>Skills: </b>Fighting d12, Intimidation d6, Knowledge (Battle) d4, Notice d6, Persuasion d4, Riding d4, Shooting d8, Stealth d4, Throwing d10</div>
<b>Inventory:</b> Asgardian Armor, Mjolnir (Spirit roll to return).<br />
<b>Super Powers:</b><br />
<ul>
<li><b>Armor +8 (2): </b>Partial Protection (–1), Device (–1).</li>
<li><b>Attack, Melee (6):</b> Damage Str+d6, AP 2, Heavy Weapon, Multiple Attacks. Switchable (as <i>Mjolnir throw</i> as a set, with <i>Mjolnir</i> and <i>flight</i> as a set). </li>
<li><b>Mjolnir (10):</b> Damage Str+3d6, AP 2, Heavy Weapon, Multiple Attacks, One Arm. Device (–1, Mjolnir). Switchable (as <i>flight</i> as a set, with <i>attack, melee</i> and <i>Mjolnir throw</i>).</li>
<li><b>Charged Mjolnir (11):</b> Damage Str+5d6, AP 2, Focus, Heavy Weapon, One Arm. Device (–1, Mjolnir), Slow to Activate. Switchable (as <i>energy control</i>, <i>deflection</i> as a set,<i> </i>with <i>ranged attack, storm, </i>and <i>whirlwind</i> as a set).</li>
<li><b>Attack, Ranged (14):</b> Range 24/48/96 or Cone Template, Damage 3d10, AP 2, RoF 1, MBT, Heavy Weapon, Lethal. (Lightning blast.) Switchable (as <i>storm </i>and <i>whirlwind</i> as a set, primary with <i>charged Mjolnir, energy control,</i> and <i>deflection</i> as a set).</li>
<li><b>Mjolnir Throw (17):</b> Range 24/48/96, Damage 6d6, AP 2, RoF 3, Heavy Weapon. Device (–1), Limitation (–1, must be thrown in a straight line). Switchable (<span style="font-style: normal;">as </span><i>attack, melee </i>as a set, with <i>Mjolnir</i> and<span style="font-style: normal;"> </span><i>flight as a set</i>). (Mjolnir throw.)</li>
<li><b>Deflection (1):</b> –3 to hit with ranged attacks. Device (–1, Mjolnir), Limitation (–1, Energy only). Switchable (as <i>energy control</i>, <i>charged Mjolnir </i>as a set, with <i>ranged attack, storm, whirlwind</i>).</li>
<li><b>Energy Control (7):</b> Electricity. Selective. Switchable (as <i>charged Mjolnir, deflection</i> as a set, with <i>ranged attack, storm, whirlwind</i>).</li>
<li><b>Flight (16):</b> Sonic Speed, –6 to hit while flying. Device (–1, Mjolnir). Switchable (as <i>Mjolnir </i>as a set, primary with <i>Mjolnir throw </i>and <i>attack, melee</i>).</li>
<li><b>Regeneration (4): </b>Level 2, rolls to heal every hour.</li>
<li><b>Resistance (1):</b> Electricity. (The god of thunder ignores such petty things.)</li>
<li><b>Speak Language (2):</b> Written Word. Thor possesses the all-tongue, giving him the ability to speak with any of his subjects across the nine realms.</li>
<li><b>Storm (5):</b> Lightning Strike. Device (–1, Mjolnir). Switchable (With <i>ranged attack </i>and <i>whirlwind</i> as a set, primary with <i>charged Mjolnir, energy control,</i> and <i>deflection</i> as a set).</li>
<li><b>Super Attributes (18):</b> Strength +7, Vigor +2.</li>
<li><b>Toughness +7 (10):</b> Hardy. Thor has extremely thick and hardened skin.</li>
<li><b>Whirlwind (3):</b> Twister. Device (–1, Mjolnir). Switchable (With <i>ranged attack </i>and <i>storm</i> as a set, primary with <i>charged Mjolnir, energy control,</i> and <i>deflection</i> as a set).</li>
</ul>
<div>
<i>Note: Mjolnir is considered a –1 Device because it can be summoned by Thor with a successful Spirit roll from any distance, thought it might take some time depending on the circumstances. </i><br />
<i><br /></i>Thor is a Cosmic level hero with Super Karma, coming in as a true god among men. He has a heightened physiology that, combined with his armor, provides him with a level of nigh-invincibility, with a regeneration factor and powerful skin, but more importantly, Thor has access to Mjolnir, the most powerful weapon in the nine realms. It allows him to fly at extreme speeds, deflect energy blasts, and control the weather. It also hits like a large truck.<br />
<br />
Thor is the son of Odin, the king of Asgard. As the prince of all the known worlds, he had developed an arrogance at his position that began to endanger the peace of Asgard and endanger his friends. It became such a powerful force that Odin was forced to banish Thor for a short time to force him to learn his place among his subjects (the humans). Even without his powers, Thor was one of the strongest men alive and was extremely tough.<br />
<br />
Thor has been trained since birth in combat; while he isn't as skilled as Black Widow or Captain America, he is extremely capable. In particular, his hammer can be spun at high speeds around himself to strike anything around him. After the invasion of New York and the incident of London, Thor has appeared to take up residence on Earth with Jane Foster.<br />
<br />
This is our final Avenger; by all accounts, we'll be getting a few more tomorrow, but for now I think I'm going to take a break from Savaging. Between the Fellowship and the Avengers, I may need to start looking for more good material and get more research done. Leave questions, comments, and Marvel love below.<br />
—DoctorBoson</div>
doctorbosonhttp://www.blogger.com/profile/11052086497091238082noreply@blogger.com0tag:blogger.com,1999:blog-7546010465977061586.post-26602088531838617922015-04-27T12:10:00.000-05:002016-04-20T14:01:25.271-05:00Natasha Romanoff—Black WidowThe last Avenger to be updated to my own standards of care, Black Widow is now available <a href="http://savagemcu.blogspot.com/2016/04/natasha-romanoffblack-widow.html">over at Savage MCU</a>! I like to think I did a pretty good job with her; she's a slightly higher power level to accommodate for more Edges and Skills, and her gear is greatly expanded upon. Overall, I'm pretty happy with it.<br />
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I've decided to tackle both Avengers without their own full-length film at the same time. Being that they're both much less powerful than the other Avengers, it seems like a reasonable call. First we'll tackle the more interesting of the two: Black Widow.<br />
<br />
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<br />
<b>Name: </b>Natalia Alianova Romanoff<br />
<b>Race: </b>Human<br />
<b>Experience:</b> 100 (Legendary)<br />
Agility d12; Smarts d10; Spirit d8; Strength d6; Vigor d8<br />
Pace 6; Parry 9; Charisma 2; Toughness 6<br />
<b>Hindrances: </b>Heroic, Loyal, <strike>Ruthless (M)</strike>, Vow (m—S.H.I.E.L.D.), Wanted (M)<br />
<b>Edges: </b>Arcane Background (Super Powers), Attractive, Linguist, Counterattack, Improved Dodge, First Strike, Improved Frenzy, Improved Martial Artist, Marksman, Quick Draw, Two-Fisted, Acrobat, Strong Willed, Level Headed, Combat Reflexes, Killer Instinct.<br />
<div>
<b>Skills: </b>Climbing d8, Driving d6, Fighting d12+1, Intimidation d6, Investigation d6, K (Computers) d8, Notice d8, Persuasion d10, Piloting d4, Shooting d10, Stealth d8, Streetwise d8, Taunt d6, Throwing d8</div>
<b>Inventory:</b> Flashbang, Garrote, Dagger ×2, Widow's Bite ×2, Glock ×2 (2d6, AP 1, 12/24/48, Semi-Auto), Comm Link.<br />
<b>Super Powers:</b><br />
<ul>
<li><b>Invent (11):</b> Level 6. Limitation (–1, devices are acquired through S.H.I.E.L.D. and are not built. This is a Streetwise roll, and may not be used without a method of contacting HQ).</li>
<li><b>Super Attribute (10):</b> Agility +3, Smarts +2.</li>
<li><b>Super Edge (16):</b> Counterattack, Dodge, First Strike, Frenzy, Martial Artist, Marksman, Quick Draw, Two-Fisted.</li>
<li><b>Super Skill (13):</b> Climbing +1, Fighting +2, Knowledge (Computers) +2, Persuasion +2, Shooting +2, Streetwise +2, Throwing +2.</li>
<li><b>Stun (2):</b> Strong, Device (–1, Widow's Bite).</li>
<li><b>Stun (2):</b> Strong, Device (–1, Widow's Bite).</li>
<li><b>Swinging (1):</b> Device (–1, Widow's Bite), Limitation (–1, no Pace).</li>
</ul>
<div>
</div>
<br />
<b>Movie-Specific Devices</b><br />
<b>Iron Man 2:</b> Stun (Strong, Ranged Touch Attack [Throwing])<br />
<b>Winter Soldier:</b> Malfunction, Chameleon (Voice, Limitation (–1, no Size changing)<br />
<b>Age of Ultron:</b> Attack, Melee (Str+d6, AP 2) ×2<br />
<br />
Natasha Romanoff, aka the Black Widow, is a Four Color hero with Super Karma. One of the Avengers that doesn't really possess any super powers, she is a highly-trained ex-Russian spy that was recruited by SHIELD. She was recently given a specially-crafted pair of gauntlets that contain two very potent electrical tasers and powerful shock lines to allow her to swing from place to place.<br />
<br />
She has been given a variety of specialized missions, and is held in high regard among other SHIELD agents. Her most notable assignments were to work with Stark as his bodyguard and to assist Captain America just prior to the fall of SHIELD. She is one of the worlds' most successful super spies, fluent in several languages, highly skilled in interrogation and data retrieval, and is a master of hand-to-hand combat.<br />
<br />
Now while the close-quarters and data goes to the Black Widow, longer-ranged missions belong to a close friend and old partner of Natasha's...doctorbosonhttp://www.blogger.com/profile/11052086497091238082noreply@blogger.com0