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Sirdrasco

A RPG for Savage Worlds in Runewars

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I was intrigued by the Lore, or lack there of and people expressed an interest in a RPG. So I'm doing one based on the Savage worlds game system and the Fantasy compendium.

Savage worlds is a skill, Hindrances, and edges system. The core rule book is about $10 US, and there a ton of  world/realities for it.

So I will reserve space and show what I am working on and may need help on. Remember this is based on what I know at this point, if you have suggestions or information just PM me. I have lots of time available.

Outline:

Races

Skills

Hindrances

Edges, including racial edges

Armory

Equipment

Magic and incorporating the runes

History

Players Knowledge

GM section: Plot point, Archetypes and enemies

 

 

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Races, as of 5/18/2017. These are drawn from the Lore book. They are not inclusive, and as we get more information it may change as we get it. The numbers indicated are drawn from the racial design section. All races are balanced at +2.

Human +2

Versatile: One free edge of their choice, +2

 

Elves

Agile Agility starts at d6, +2

All thumbs hindrance, -1

Low light Vision, +1

 

Uthuk Y'llan

Demonic toughness Vigor start d8, +3

Marked -2 Charisma, -1

 

Dwarves

Low light Vision +1

Slow 5”, -1

Tough Vigor starts at d6, +2

Edited by Sirdrasco

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Skills as of 5/24/2017. These are out of the core book. If you have a copy of the old rules Guts has been removed.

Basic skills from the rulebook: Boating, Climbing, Driving, Fighting, Gambling, Healing, Intimidation, Investigation, Knowledge,  Lockpicking, Notice, Persuasion, Piloting, Repair, Riding, Shooting, Stealth, Streetwise, Survival, Swimming, Taunt,  Throwing, Tracking

Added

Animal Handling Spirit – You are adept at handling and training animals

Knowledges: History, Nobility, Magic, Supernatural

Edited by Sirdrasco

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Hindrances as of 5/18/2017. These are out of the core book. Lore specific added

Uthuk Blood,  -2 to Charisma, everyone is uneasy around you.

 

Edited by Sirdrasco

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Edges, including racial edges

Dwarves

Rock whisperer -Danger sense in mountainous terrain and underground, can tell direction and depth

 Appraiser -When dealing with metals and gems you get +2 to your streetwise rolls

 Elves

Favored by nature -Seasoned, Ag d8 - + 2 to stealth in natural surroundings

Beast master - Animal Handling d8, ride d8, Seasoned - +2 when dealing with animals in all things; Appraising, riding, handling.

 Bow initiate-  Seasoned

 Ut’hok

Free agent - You are free of demonic influence. Such freedom is rare and you choose your own path. As such you incur the wraith of demonic creatures. They get an additional +1 on gang up bonuses against you.

 Demonic change  -  1 per rank,Pick one of the following, each one you pick is -1 to Cha

-          Extra limb

-          Scales +2 to toughness

-          Lowlight Vision

-          Tail

-          Wings – flying equal to pace

 Weapon Focus – Choose 1 weapon it increases by 1 die to a maximum of D12, you funnel your demonic essence/rage into a weapon type (choose weapon type; Longsword, bow, mace, and so on).

Edited by Sirdrasco

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Armory

Weapons

Weapon

Damage

Cost

Weight

Min Str

Notes

Axes

 

 

 

 

 

Axe

Str+d6

5g

2

d6

 

Battle axe

Str+d8

10g

10

d8

 

Dwarven axe-chain

Str+d6

12g

15

d6

Reach 1, Parry –1, 2 hands, can be used as a weapon in each hand without Reach, ignores Shield/Weapon Parry or Cover bonus

Great axe

Str+d10

20g

15

d10

Ap 1, Parry -1, Requires 2 hands

Orchish battle axe

Str+d8

15g

12

d8

Parry –1, can be wielded in two hands for +1 damage

Tomahawk

Str+d6

3g

4

-

 

Blades

 

 

 

 

 

Bastard Sword

Str+d8

15g

10

d8

Parry –1, can be wielded in two hands for +1 damage

Dagger

Str+d4

2g

1

-

 

Great sword

Str+d10

20g

12

d10

Parry -1, Requires 2 hands

Knife, Bowie

Str+d4+1

4g

2

-

AP 1

Longsword

Str+d8

5g

8

d6

 

Rapier

Str+d4

10g

3

-

Parry +1

Saber

Str+d6

15g

4

-

 

Short sword

Str+d6

10g

4

-

 

Sword cane

Str+d6

4g

4

-

+2 on Stealth tests when trying to conceal weapon

Thieves claws

Str+d4

15g/pair

1/pair

-

Worn on both hands; adds +1 to Climbing rolls

Mauls

 

 

 

 

 

Club

Str+d4

1

-

 

Club, War

Str+d6

3g

3

d6

Parry –1; Requires 2 hands

Club, War (Bladed)

Str+d8

8g

6

d8

AP 2; Parry –1; Requires 2 hands

Flail

Str+d6

15g

8

-

Ignores Shield/Weapon Parry or Cover bonus

Great flail

Str+d8

20g

25

d8

AP 2 vs. rigid armor, –1 Parry, 2 hands, ignores Shield/Weapon Parry or Cover bonus

Light Flail

Str+d4

10g

6

-

Ignores 1 point of Shield/Weapon Parry or Cover bonus

Maul

Str+d8

15g

20

d10

AP 2 vs. rigid armor, Parry -1, Requires 2 hands

Warhammer/Mace

Str+d6

20g

8

d6

AP 1 vs rigid armor (plate mail)

Miscellaneous

 

 

 

 

 

Punch or Kick

Str

 

 

 

Considered Unarmed

Brass Knuckles

Str+d4

1g

1

-

User is still considered unarmed

Lariat

4g

3

-

Parry –1; Reach +2; see notes

Whip

Str+d4

10g

2

-

Parry –1; Reach +2; see notes

Polearms

 

 

 

 

 

Halberd

Str+d8

10g

15

d8

Reach 1, Requires 2 hands

Lance

Str+d8

5g

10

d8

AP 2, when charging, Reach 2, only usable in mounted combat

Pike

Str+d8

4g

25

d8

Reach 2, Requires 2 hands

Staff

Str+d4

2g

8

d6

Parry +1, Reach 1, Requires 2 hands

Spear

Str+d6

3g

5

-

Parry +1; Reach 1; requires 2 hands

Sheilds

 

 

 

 

 

Buckler

 

 

 

 

 

Medium Sheild

 

 

 

 

 

Large Shield

 

 

 

 

 

Notes

·                     Lariat: This weapon can be used to perform an Agility Trick using the wielder’s Fighting skill. Success means the opponent suffers -2 Parry until his next action. With a raise the opponent falls prone, suffers a -2 Parry, and is Shaken.

·                     Whip: If the wielder scores a raise on his attack roll, the attack does not inflict an additional d6 damage. Instead, the victim suffers a -2 to his Parry until his next action.

Weapon

Range

Damage

RoF

Cost

Weight

Shots

Min Str.

Notes

Bolas

4/8/16

Str+1

1

5g

.5

1

see notes

Bow

12/24/48

2d6

1

7g

2

1

 

Crossbow

15/30/60

2d6

1

8g

10

-

d6

Ap 2; 1 action to reload

Mini-crossbow

6/12/24

2d4

1

4g

3

-

-

AP 1

Sling

4/8/12

Str+d4

1

3g

1

-

-

-

Spear

3/6/12

Str+d6

1

5g

5

-

d6

-

Throwing Axe

3/6/12

Str+d6

1

4g

2

-

-

-

Throwing Knife/Dagger

3/6/12

Str+d4

1

3g

1

-

-

-

 

 

 

 

 

 

 

 

 

Ammunition

Ammo

Number

Weight

Price

Arrow*

10

1/5

2g

Crossbow quarrels*

10

1/5

2g

Mini-crossbow quarrels*

10

1/10

1g

 

 

Armor

Type

Armor Bonus

Weight

Cost

Min Str

Notes

Personal

 

 

 

 

 

Bascinet

+3

8

15g

d6

Covers head

Basic Platemail

+3 (+2)

40

25g

d6

Covers torso, arms, and legs; 1 point of Armor is bypassed if hit with a raise

Helmet

+3

4

10g

d6

50% chance of protecting against head shots

Leather Armor

+1

12

12g

-

Covers torso, arms, and legs

Machined Plate, Platemail

+4

30

90g

d10

Covers torso, arms, and legs

Metal Breastplate

+3

15

30g

d6

Covers torso

Oiled Chainmail

+2

25

30g

d8

Covers torso, arms, and legs

Studded Leather

+2 (+1)

20

15g

-

Covers torso, arms, and legs; 1 point of Armor is bypassed if hit with a raise

Traveler’s Cloak

+1

5

10g

-

Covers torso

Shields

 

 

 

 

 

Small Shield (Buckler)

-

8

15g

d6

+1 Parry

Medium Shield

-

12

30g

d8

+1 Parry; +2 Armor to ranged shots that hit

Large Shield (kite, pavise)

-

20

60g

d10

+2 Parry; +2 Armor to ranged shots that hit

*Shields protect only against attacks from the front and left (assuming a right-handed character).

Edited by Sirdrasco

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Magic and incorporating the runes as of 5/18/2017

Runemagic

                When a scene starts you must cast the Runes. This represents the ebb and flow of magic in the land and what is available to both players and opponents during that scene. If a Joker is drawn recast the runes. If a 2 is drawn that player may flip a rune.

Magic classes: Blood Sister, Elementalist, Necromancer, Priest, Sorcerer, Wizard.

Spells/Powers are under 3 types: Natural, Stable, Unstable.

Blood Sister

Magic is in your blood; in fact it’s in ever living creature’s blood. As such you need to use it yours or somebody else’s.

Arcane Skill: Vigor

Starting Power Points: 10

Starting Powers: 2

Powers available:

Unique: Because of your ties to the blood if you roll a critical failure you receive a wound. This is no normal wound. It can’t be healed by magic, can’t be soaked, and may only be healed as normal and any healing rolls to heal that wound can use 1 die less.

Blood used

None -4

Animals -2

Yours +0, you may soak

Intelligent creatures +2

 Blood Sister Feats: You may have only 1 Tattoo per die of Vigor -1

Tattoo of Prophecy; Knowledge rolls a

Tattoo of Power; gain 1 Additional power, when activating that power rolls 1 die higher

Tattoo of

Tattoo of

Demonic health, you are +2 to soak self inflicted wound. But you gain some demonic aspect such as eyes, skin color, visage horns, or a tail. And -2 Charisma checks when dealing with non Uthuk Y'llan.

Edited by Sirdrasco

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GM section: Plot point, Archetypes and enemies as of 5/18/2017.

 

Archetypes: Calvary, Spearmen, Crossbowmen, Elven Archers, Elven Beast Riders Sorcerer, Necromancer, Reanimates, Skeleton Archers, Blood sisters, Demons, Orcs.

Edited by Sirdrasco

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Hero Lab by Lone Wolf Development has a great, editable computer character generation system for Savage Worlds and many other game systems. There are several volunteer data file editors that love to help out.

They also make a tabletop miniatures management system called Army Builder. Great for X-Wing, Armada and many other game systems

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