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Re: Savage Marches

Postat: sön 16 jun 2013, 16:14
av bladerunner_35
Sounds fine to me. Besides, every good leader leads from the front anyways! ;)

Re: Savage Marches

Postat: sön 16 jun 2013, 16:59
av bladerunner_35
nDervish skrev:For the Song character, pick an Arcane Background (any except Super Powers). The Song starts with the AB's associated skill at d6 and the related attribute at d6, all other attributes at d4, and no Edges or Hindrances.
Can I assume that we are to not choose any powers at this time (basically just leaving the choice of arcane background)?

Re: Savage Marches

Postat: sön 16 jun 2013, 18:17
av nDervish
bladerunner_35 skrev:
nDervish skrev:For the Song character, pick an Arcane Background (any except Super Powers). The Song starts with the AB's associated skill at d6 and the related attribute at d6, all other attributes at d4, and no Edges or Hindrances.
Can I assume that we are to not choose any powers at this time (basically just leaving the choice of arcane background)?
Start with the standard number of powers for the AB. I just didn't mention that earlier because I consider them to be part of taking the AB rather than a separate thing.

Re: Savage Marches

Postat: sön 16 jun 2013, 18:20
av bladerunner_35
Will we be playing with miniatures?

Re: Savage Marches

Postat: sön 16 jun 2013, 18:52
av nDervish
bladerunner_35 skrev:Will we be playing with miniatures?
Hmmm... How about if I put it this way: All my minis are on the wrong side of an ocean.

If someone else wants to bring some, I'm open to using them, but I've been assuming that we won't.

Re: Savage Marches

Postat: sön 16 jun 2013, 19:17
av Arcturus
Hi there Dave and the rest of you. It looks like i won't be playing much with my regular groups and trying out new things are usually a good thing so i was wondering if you got any room for me.
I really like the idea of being able to test the game and see if it fits without having to commit to a long campaign. :)

I haven't got the faintest idea about savage worlds other than what you have written here so if that's a problem i understand.

Re: Savage Marches

Postat: sön 16 jun 2013, 19:22
av bladerunner_35
Cool dude! :D

I'll be happy to answer any questions about the Savage worlds and help you out with your character but I'll let Dave answer you first.

In the meantime you can find a ton of info on the official site: http://www.peginc.com/

You could also check out some reviews on rpg.net for an overview of the system.

Re: Savage Marches

Postat: sön 16 jun 2013, 19:38
av God45
So monday the 24th at 18.00 then? Sounds great :) See you then!

One good resource for character creation is premade archetypes somebody put together for fantasy and oldschool fantasy games using Savage worlds. Taking the stats from them and maybe changing a couple things around gives pretty good characters quickly. They can be found here:

http://savagepedia.wikispaces.com/file/ ... antasy.pdf

And here:

http://savagepedia.wikispaces.com/file/ ... acters.pdf

Re: Savage Marches

Postat: sön 16 jun 2013, 20:52
av nDervish
Arcturus skrev:Hi there Dave and the rest of you. It looks like i won't be playing much with my regular groups and trying out new things are usually a good thing so i was wondering if you got any room for me.
I really like the idea of being able to test the game and see if it fits without having to commit to a long campaign. :)

I haven't got the faintest idea about savage worlds other than what you have written here so if that's a problem i understand.
You're absolutely welcome to join in and a lack of Savage Worlds knowledge is not a problem.

Take a look at the end of this post for instructions on how to create your Song. For step 3, post or PM your choice of Arcane Background and I'll tell you how many powers you get along with a list of your options.

For your starting host body, you can either pick an archetype from one of the PDFs that God45 posted or I can roll up an extra random NPC along with the available henchmen and you can choose which one you want for your host. And feel free to ask any "what does this stat/skill/edge mean/do?" questions if something's not immediately obvious, of course.

God45 skrev:So monday the 24th at 18.00 then? Sounds great :) See you then!
OK, I've put us down for the Blue Room on the 24th.

Re: Savage Marches

Postat: sön 16 jun 2013, 21:29
av bladerunner_35
I am just about done with my character. Should I post everything here?

Re: Savage Marches

Postat: sön 16 jun 2013, 21:53
av nDervish
bladerunner_35 skrev:I am just about done with my character. Should I post everything here?
Yep!

Re: Savage Marches

Postat: sön 16 jun 2013, 22:05
av God45
Since we should post everything here I post Alaric`s full character sheet:

Alaric the Grey

Alaric stands 2 meters tall, have the strength of four ordinary men, is an unstoppable fury of carnage contained in tanned skin rippling with muscles and he have been on many a mighty quest to save the world, princesses and orphans. He have wrestled dragons, cut men into eight pieces before they even hit the floor and drunk rivers of ale. His only weakness is that he only have one eye after losing his left one in a battle against an goblin army. He would be the perfect bearer of the song... If the silence had descended 60 years ago.

Alaric is now in his late eighties. He had his grand adventures as an young man then he meet Lana, a bakers daughter and the love of his life, settled down in Eastmere and started a family. After a while he took over the bakery and stopped adventuring altogether while he and his wife raised a family together. His children are all grown up now and have their own family's, his grand daughter even had her first baby just last month making him a great grandfather. Lana passed away five years ago after a long period of illness.

When the silence fell and he was chosen to be a daeva the berserker rage that he had not felt for more than sixty years descended upon him. How dare they threaten his village? His family? He got the axe that he had been keeping oiled more out of sentimental reasons than anything else from behind the counter of the bakery and went out ready to defend the town.

Secretly Alaric is not entirely unhappy about the situation. He was starting to dread dying in his bead as an old man. This new situation will give him the chance to find a death that means something, a death befitting a barbarian, a death filled with blood and the clashing of steel.

Alaric is still insanely fit, but he is insanely fit for a man in his late eighties. Age have taken most of the power from his blows, but not from his fury. What remains will just have to be enough.


Stats:
Attributes: Agility d6, Smarts d4, Spirit d6, Strength d10, Vigor d6

Skills: Fighting d12, Intimidation d6, Notice d6, Lockpicking d6

Charisma: –; Pace: 6; Parry: 7; Toughness: 6

Hindrances: One eye (Major), Death wish (minor), Loyal (minor)

Edges: Brawny, Sweep



Sanity 5/5

Great Axe! Damage: Str+d10 Weight: 15, Cost: 500 Notes: AP 1, Parry –1, 2 hands




Did you know that Christopher Lee have a metal band? It is basicly just Christopher Lee dressed up like Charlemange chanting "I shed the blood of the Saxon men" over and over while the music video show burning castles and a mediocer metal band plays the actual music. It is the best thing ever! And since I am playing a badass old man I am basing my song upon the song The Bloody Verdict of Verden:

http://www.youtube.com/watch?v=cvKRbi2ovDY

It will basicly be the essance of metall and it will have berzerker themed powers that it grants to the daeva holding it.

The song of bloody verdict


Miracles background

Attributes: Agility d4, Smarts d4, Spirit d6, Strength d4, Vigor d4

Skills: Faith d6

Powerpoints: 10

Starting powers: Speed, Boost trait

Re: Savage Marches

Postat: sön 16 jun 2013, 22:24
av nDervish
God45 skrev:One good resource for character creation is premade archetypes somebody put together for fantasy and oldschool fantasy games using Savage worlds. Taking the stats from them and maybe changing a couple things around gives pretty good characters quickly. They can be found here:

http://savagepedia.wikispaces.com/file/ ... antasy.pdf

And here:

http://savagepedia.wikispaces.com/file/ ... acters.pdf
I just took a look at those two PDFs and the characters in the first one are Seasoned (25xp, which is equivalent to about 10-12 play sessions), so don't take one of them. The characters in the second ("Old School Fantasy Heroes") are all listed as Novice (0xp), so they should be fine.

Re: Savage Marches

Postat: sön 16 jun 2013, 22:28
av God45
I just took a look at those two PDFs and the characters in the first one are Seasoned (25xp, which is equivalent to about 10-12 play sessions), so don't take one of them. The characters in the second ("Old School Fantasy Heroes") are all listed as Novice (0xp), so they should be fine.
Oh, I missed that. Sorry :oops:

Re: Savage Marches

Postat: mån 17 jun 2013, 11:44
av bladerunner_35
The lamenting song of obedience
Song: http://open.spotify.com/track/6NfhJnufcldpDimI4UiLof
http://youtu.be/xpMNXEY_tio

The song is keening, wailing, high-pitched and otherworldly and at the same time as it blocks out the silence and give strength it is brooding and sinister and demands total obedience.

Bild

Arcane background: psionics
Arcane skill and attribute: Psionics d6 and Smarts d6 (all other attributes d4)
Power points: 10
Starting powers: 3
Burst
Rank: Novice
Power Points: 2
Range: Cone Template
Duration: Instant
Trappings: A blinding white light and high-pitched keening song washes over the targets, searing their minds.
Burst produces a large fan of energy that bathes its targets in red-hot fire or other damaging energy. When cast, place the thin end of the Cone Template at the character’s front. Targets within the template may make Agility rolls versus the caster’s arcane skill roll to avoid the blaze. Those who fail suffer 2d10 damage. This counts as a Heavy Weapon.

Fear
Rank: Novice
Power Points: 2
Range: Smarts x 2
Duration: Instant
Trappings: The Silence suddenly fills the mind of the target again with renewed force.
This power causes the target overwhelming dread and horror. The area of effect is the Large Burst Template. Every creature beneath the template must make a Fear check, at –2 if the caster got a raise. Wild Cards who fail roll on the Fear Table. Extras are Panicked instead.

Mind Reading
Rank: Novice
Power Points: 3
Range: Smarts
Duration: 1
Trappings: A high-pitched keening song fills the mind of the target, making it impossible to think one anything else than the answer to the question being projected into the mind by the song.
Mind reading allows a character to read another’s thoughts. This is an opposed roll versus the target’s Smarts. A success allows the character to gain one truthful answer from the subject. The target is aware of the mental intrusion unless the mind reader gets a raise. The GM may apply modifiers based on the subject’s mental Hindrances or current state of mind.

Enock
Hideously scarred and with grim determination lining his face wherever he looks, Enock has been scaring the children (and adults) of Eastmere for more than a decade.

Known by no other name besides Enock (and those that are whispered behind his back) he has made a living as a bounty hunter. Sometimes tracking fugitives and criminals far afield but more often than not keeping close to the downtrodden parts of Eastmere.

While never very successful Enock nevertheless made a name for himself because of his relentlessness and stubborn refusal to give up or die (or listen to any sound advice about changing career).

With no family in Eastmere and few friends Enock has always kept to himself. When the Silence came Enock was out tracking down a bounty and was given up for dead like so many others. A week later he came walking into town dragging behind the man he had run down. After becoming a Deva Enock feels like this is what he has been waiting and preparing for his whole life and he plans to lead Eastmere to salvation.


Bild

Human
One free edge

Traits
Agility d6
Smarts d6
Spirit (regain from shaken) d8
Strength (cc damage) d6
Vigor d6

Skills
Fighting (Agility) d6
Stealth (Agility) d6
 
Healing (Smarts) d4
Notice (Smarts) d6
Streetwise (Smarts) d6
Survival (Smarts) d4
Taunt (Smarts) d4
Tracking (Smarts) d4

Intimidation (Spirit) d8

Derived Statistics
Charisma -1
Pace 6 (12 yards)
Parry 5
Toughness 5 +1
Sanity 6
Reputation 0

Hindrances
One Eye (Major)
Your hero lost an eye for some unfortunate reason. If he doesn’t wear a patch or buy a glass replacement (typically $500), he suffers –1 to his Charisma for the grotesque wound. He suffers –2 to any Trait rolls that require depth perception, such as Shooting or Throwing, jumping a ravine or rooftop, and so on.
Cautious (minor)
Some folks gather too much intelligence. This character personifies over-cautiousness. He never makes rash decisions and likes to plot things out in detail long before any action is taken.
Stubborn (Minor)
This stubborn individual always wants his way and never admits he’s wrong. Even when it’s painfully obvious he’s made a mistake he tries to justify it with half-truths and rationalizations.

Edges
Common Bond (campaign edge)
Requirements: Wild Card, Novice, Spirit d8+
This Edge signifies a special link between close companions— such as a typical party. It doesn't matter whether or not the characters get along perfectly or not, they've just formed a close and common bond during their epic adventures. A character with this Edge may freely give his Bennies to any other Wild Card he can communicate with. This represents the character giving his verbal or spiritual support to the ally. The player should say what his character is doing to give the support. The gesture could be as complex as a rousing speech, or as simple as a knowing nod

Elan (free edge)
Requirements: Novice, Spirit d8+
When this spirited hero puts his heart into something it tends to pay off in big ways. When you spend a Benny on a Trait roll (including Soak rolls), add +2 to the final total.

Hard to Kill
Requirements: Wild Card, Novice, Spirit d8+
This adventurer has more lives than a truckload of cats. When forced to make Vigor rolls due to Incapacitation, he may ignore his wound modifiers. This only applies to Vigor rolls called for to resist Incapacitation or death (see page 68). He still suffers from wound modifiers for other Trait rolls normally.

Gear
Sharp Daggers x3 Str+d4 -75 (balanced for throwing)
Chipped Axe Str+d6 -200
Mended Leather armour +1 -50
Banged up Pot helm +3 -75 50 % vs head shot

Bedroll -25
old horse blanket -10
handcuffs -15
old and worn but sturdy clothes, heavy boots
backpack -50

Re: Savage Marches

Postat: mån 17 jun 2013, 13:55
av nDervish
Very nice!

Was it intentional that Enock is a one-eyed old guy like Alaric or is that purely coincidental? (I'm not objecting to it, just curious and amused.)

Re: Savage Marches

Postat: mån 17 jun 2013, 17:36
av bladerunner_35
Purely coincidental, although he's not even half the age of Alaric.

Re: Savage Marches

Postat: mån 17 jun 2013, 18:30
av nDervish
Two things I noticed when typing up my own copy of Enock's data:

1) Do you want your Burst power to be physical or strictly psychic? If it's physical, it's fine as it stands. If it's psychic, then it should be adjusted to reflect that. My suggestion would be: Avoidance roll is made with Smarts instead of Agility, only affects living minds (including non-intelligent animals, but excluding mindless undead), and ignores armor.

2) The gear you have listed totals to 36 pounds and d6 Strength gives you a Load Limit of 30. That gives you -1 to all rolls on Strength, Agility, and skills related to those Attributes (SWD 49) and -1 Pace for overland movement (Fantasy Companion 10; overland movement rate is Pace/2 miles per hour on roads). Of course, just dropping your backpack will eliminate the penalty to Trait rolls when needed (*cough*combat*cough*) and, after your first expedition, a horse and cart should be easy to come by, so it's unlikely to be any big deal.

Re: Savage Marches

Postat: mån 17 jun 2013, 20:08
av bladerunner_35
1 I think I'll keep it physicak since it's more powerful but let me think about it.

2. Well, do you handwave food and water, sleep and rain? If you do everyone will break their load limit. If you don't then it's just window dressing and I'll drop the bedroll or the like.

Re: Savage Marches

Postat: mån 17 jun 2013, 21:16
av nDervish
bladerunner_35 skrev:1 I think I'll keep it physicak since it's more powerful but let me think about it.
If you thematically want it to be pure-psychic, I'm sure we can come up with something to keep the power level about the same. I'm very open to discussing how to adjust the effects to keep the overall power level about the same if that's the direction you want to go with it.
bladerunner_35 skrev:2. Well, do you handwave food and water, sleep and rain? If you do everyone will break their load limit. If you don't then it's just window dressing and I'll drop the bedroll or the like.
I generally have handwaved that kind of stuff (and encumbrance as well, for that matter) in the past, but I think those kinds of details/that kind of resource management would be fairly significant in a game focused on exploration and wilderness travel in an area where you generally won't have a friendly settlement close by to stop off and restock. There's definitely something to be said for "we have just enough food left to make it back to town; do we turn back now or press on a little further and count on being able to forage successfully on the way back?"

On the other hand, Savage Worlds seems rather generous with the Survival skill giving food, water, and a place to sleep for a day for one person on a success (nearly 50/50 odds for a wild card with d4 skill) or for five people on a raise. As far as I tell, the roll is completely free to take and doesn't even consume any traveling time. Given that, it definitely seems possible that food and water, at least, may not be worth the effort to track.

My plan, then, has been to track food, water, encumbrance, ammunition, light sources, and... umm... I think that should cover all the expendable resources... for at least the first couple sessions, then evaluate how much of an effect they're actually having and how much bookkeeping overhead they create and decide what to do about them from there.

The two exceptions are time and fatigue, which are definitely in and staying: For long-distance trips, make a Fatigue roll after 8 hours of travel, with another Fatigue roll for each additional two hours of travel after that. These Fatigue levels will recover at a rate of one after each full night's sleep, so you can travel 8 hours per day more-or-less indefinitely, and may be able to continue beyond that on at least some days.