vendredi 12 juillet 2013

Iron Kingdom Savage Conversion - Abilities

Welcome to my third installment on Iron Kingdoms RPG conversion to Savage Worlds. In that post, I'll cover Iron Kingdom RPG Abilities.

The Iron Kingdoms RPG offer a lot of abilities to character. Abilities really are the IKRPG equivalent of Savage Worlds edges. The main differences, is that characters in IKRPG have limited availability of abilities based on their careers and archetype.

I'll do the same process as I did for the skills last week. I'll try to map IKRPG abilities to existing Savage Worlds edges. If I can't find a fitting match, I'll create a new Edge, but only if the ability his a setting signature, like 'Jack Marshal that allows a character to handle steamjack.

So here is my mapping table of every abilities from IKRPG.
Iron Kingdoms AbilitiesSavage Worlds Edge
'Jack Marshalnew Edge
Ace Commandernew Edge
AcrobaticsAcrobat
Advisor
Ambush
Anatomical Precision
Appraise
Arcane Assassin
Arcane DefensesArcane Resistance
Arcane Engineer
Arcane Precision
Arcane Scholar
Astute
Backsab
Battle Commander
Battle Plan: Call to Action
Battle Plan: Coordinated Strike
Battle Plan: Desperate Pace
Battle Plan: Go to Ground
Battle Plan: Reconnaissance
Battle Plan: Shadow
Bayonet Charge
Big Game Hunter
Binding
Blaster
Blood Spiller
Bodge
Bodyg u a rd
Bomber
Bond (bond slot)*new Edge
Brew Master
Camouflage
Card Sharp
Cautious Advance
Cavalry Charge
Chain Attack: Bleed Out
Chain Attack: Pin Down
Choir
Cleave
Combat Rider
Conniver
Cover Identity (identity)*
Crackshot
Craft Rune Shotnew Edge
Crossbowman
Defender
Defensive Line
Dig In
Disease Resistance
Dispel
Dodger
Drive: Ancil lary Attack
Drive: Assault
Drive: Off Road
Drive: Pronto
Dual Shot
Elemental Mastery
Empower
Expert Rider
Fast Cook
Fast DrawQuick Draw
Fast Rearm (weapon type)*
Fast Reload
Fell Call: Cacophonynew Power
Fell Call: Call of Defiancenew Power
Fell Call: Ground Shakernew Power
Fell Call: Heroic Balladnew Power
Fell Call: Reverberationnew Power
Fell Call: Signal Callnew Power
Fell Call: Sonic Blastnew Power
Field Alchemist
Field Marshal: Magical Attack
Field Marshal: Relentless Charge
Field Marshal: Shield Guard
Find Cover
Fire in the Hole!
Fleet FootFleet-Footed
Free Stylenew Edge
Gang
Get Away
Girded
Good Breeding
Great PowerPower Points
Grenadier
Gunfighter
Head-Butt
Hit the Deck!
Hyper Awareness
Immunity: Cold
Immunity: Corrosion
Immunity: Electricity
Immunity: Fire
Inscribe Formulaenew Edge
Iron Sentinel
Iron Will
Keen Eyed
Language (language)*
Legacy of Bragg
Light Cavalry
Load Bearing
Mage Killer
MarksmanMarksman
Natural LeaderCommand Presence
Night Fighter
Parry
Pathfinder
Poison Resistance
Port of Call
Precision Strike
Press the Attack
PrivilegeNoble
Prowl
Pursuit
Quick Work
Rallying Cry
Relentless Charge
Resourcefull
Retaliatory StrikeCounterattack
Return Fire
Ride-By Attack
Riposte
Rock Solid
RollWith It
Saddle ShotSteady Hands
Scrounge
Sentry
Set Defense
Shadow Magicnew Edge
Shield Guard
Shield Slam
Signal Language
SniperMarksman
Specialization (weapon type)*Trademark Weapon
Steady
Steamo
Sucker!
Swift Hunter
Swift Rider
Take Down
Targeteer
Team Leader
Traceless Path
Truth Reader
Tune Up
Two-Weapon FightingTwo-Fisted
University Education
Waylay

As you can see, there is really few Edges that are equivalent to the IKRPG Abilities. There's a lot of abilities that allows character to reroll failed skill checked and since Savage Worlds include bennies that allows that I don't see the need to create them. There's also some abilities that could be created as is in Savage Worlds, for example Truth Reader that allows a character to always know if someone is lying.

Since I'm not converting an existing IKRPG campaing, I don't intend to create mapping for every one of the abilities. My principal goals for this conversion is to take out what create the flavor of the Iron Kingdoms and to allows me to convert ennemy stat block easily. So if I decide to use an ennemy with an ability that doesn't have an edge equivalent, I'll convert it then.

Some Iron Kingdoms Abilities are mapped as new Edges, these new Edges will be the subject of an other post.

vendredi 5 juillet 2013

Iron Kingdoms Savage Conversion - Skills

In my previous post, I talked about converting Iron Kingdoms RPG to Savage Worlds, my go to system. I started with the Character Statistics, as Iron Kingdimg calls them and convet them to Savage Worlds Traits. Now it's time to handle the skills, since it's the next big step.

Just to recap, for those who didn't red the first post or just forgot, my goal is to be able to easily convert Iron Kingdom RPG content to Savage World and keep the flavor and merge the mechanics of both system in a uniform mix. I starts with the stats, skills and abilities before attacking the races, careers and gear, simply because the later are build on top of the stats, skills and abilities and starting with the foundation will help me convert the rest.

I want to be able to convert every monster in the bestiary and thing like that to have scaled ennemy to throw at my players. I also want to be able to convert a full fledged Iron Kingdoms character to Savage World to ensure that I'm able to keep most of the flavor of that system.

As I said, my Iron Kingdoms campaign is already started with a first crude conversion and now I want to refine it.

So enough small talk let's get started.

In Iron Kingdoms, they are many skills. Most of them are pretty precise skill that differt with the Savage Worlds broad skill approach. I'll try to keep new skills and things like that to a minimum. I like the simple approach of Savage Worlds and I don't intent breaking it. So I'll look more at mapping Iron Kingdoms skills to existing Savage Worlds skills thant creating a perfect replica.

Let's starts with Iron Kingdoms Military Skills.

Iron Kingdoms SkillSavage Worlds Skill
ArcheryShooting
CrossbowShooting
Great WeaponFighting
Hand WeaponFighting
LanceFighting
Light ArtilleryShooting
PistolShooting
RifleShooting
ShieldFighting
Thrown WeaponThowing
Unarmed CombatFighting

As you can see more than one skill from Iron Kingdom RPG are map to the same Savage Worlds RPG. That's because of the broader approach of Savage Worlds. To keep things simple when making the conversion, I'll pick the best skill from Iron Kingdom for the convertion and just forget about the others. But surely, if you want to keep the granularity of Iron Kingdom you could do that with the Skill Spciality setting rule describe in the Savage Worlds Deluxe Edition core rule book.

Now let's look a the Occupational skills  and  Generic Skills  of Iron Kingdoms.


Iron Kingdoms SkillSavage Worlds Skill
Alchemynew skill
Animal HandlingPersuation
BriberyPersuation
ClimbingClimbing
CommandPersuation
CraftRepair
CryptographyKnowledge (Cryptography)
DeceptionPersuation
DetectionNotice
DisguisePersuation
DrivingDriving
Escape Artistn/a
EtiquetteKnowledge (Etiquette)
Fell Callingnew skill
ForgeryPersuation
GamblingGambling
InterrogationPersuation
IntimidationIntimidation
Jumpingn/a
LawKnowledge (Law)
Lock PickingLockpicking
LoreKnowledge
Mechanikal Engeneeringnew skill / Repair *
MedecineHealing
NavigationSurvival
NegotiationPersuation
OratoryPersuation
PickpocketPickpocket
ResearchInvestigation
RidingRiding
Rope Usen/a
SailingBoating
SeductionPersuation
StreetwiseStreetwise
SneakStealth
SurvivalSurvival
SwimmingSwimming
TrackingTracking

As you can see there's a lot of skill from IKRPG that are mapped to the same skills of SW. For an example, Persuation as ten IKRPG skills mapped to it. I've done that because every one of them as the same goal, persuade a person, animal or group to act like the character wants and that's specefically what the SW persuation skill does.

So like for the Military Skills, I'll just pick the best skill matching persuation and use that one for the conversion.

Three of the Iron Kingdoms are not mapped to any skills in Savage Worlds, Escape Artist, Jumping and Rope Use. For Escape Artist and Jumping, there's already specific rules for that in Savage Worlds. For Rope Use I guess that a simple Agility check should suffice.
There are three new skills to create, Alchemy and Fell Calling and the Mechanikal Engeneering.

Alchemy, in IKRPG is the skill that allows a character to create alchemical compound. I really don't see any skill that could fill out that role except Repair, but I found that Alchemy is really different from what repair should covers. And since alchemy is a big part of the flavor of Iron Kingdoms, I'll create a skill for it. that will do excatly the same, allows character to create alchemical compounds.

Fell Calling, it's the ability of some trollkin to use a special kind of magic withing them ... so it's not complicated, Fell Calling is a new skill and will be associated with a new Arcane Background.

Now Mechanikal Engeneering, as Alchemy it deserves it's own skill when we are talkin about crafting mechanikal machine. But, chracters with repair can repair mechanikal creation like any other ones. A character with both skills, pick his best for repairs.

So that's it for the skill mapping, now we have to convert their level to Savage Worlds Trait dices. In IKRPG, the skills goes from 1 to 4 and that values is added to the revelant characteristic. And skill levels are capped based on the tier of play (2 at Heroic, 3 at Veteran and 4 at Epic).

In Savage Worlds skills range from d4 to d12 and at Legendary they goes to d12 + 2 with appropriate edges. So to keep it simple here is a litle table that shows are the mapping is done.


Iron Kingdoms Skill valueSavage Worlds Skill trait dice
Heroic1d6
2d8
Veteran3d12
Epic4d12 + 2

That's it for the skills, next up abilities / edges.