As my players started to get actual experiences with Savage Worlds they started to dislike the free-form character advancements that it offers. They are all big time MMORPG players, so maybe I should have seen it coming.
So we switched back to D&D, after a short flirt with the Cortex Plus System, starting with the latest play-test package a couple of month before the actual release of D&D 5e, which is great actually.
Anyway, here is the rest of my notes on the conversion from Iron Kingdom RPG to Savage Worlds, in case it could be of any help to someone.
Races
In Iron
Kingdoms RPG races as big starting value, and for that reason, races in
this document are stronger than those suggested in Savage Worlds Deluxe Edition. Instead of having a total of +2
modifiers for racial abilities, they have +4. They were created using the Makin Races section of the book.
Human
·
They starts with an ability of their choice at d6 or an
additional Edge, character choice.
·
They starts with a free edge.
Dwarf
·
They are shorter than most
other races.
·
Their pace is 4 and run at d4.
·
Their load limit is Strength X
8 instead of Strength X 5.
·
They start with the free
Connection (Clan) Edge.
·
They start with a d6 in Vigor.
·
They start with a d6 in the
knowledge of their choice.
Gobber
·
Starts with a d6 in Agility.
·
They are small creature and
suffer a -1 in toughness.
·
They receive the Acrobat edge
for free.
·
They start with d6 in climbing
and stealth.
Iosan
·
They start with a d6 in Smart.
·
They start with a free edge of
their choice.
Nyss
·
They start with a d6 in
Agility.
·
They have +4 to resists cold
based effects.
·
They have -4 to resists heat
based effects.
·
They receive the Alertness edge
for free.
Ogrun
·
They start with d8 in Strength
and they can raise it up to d12+2.
·
They start with d6 in vigor.
·
They have a pace of 5.
·
They are size 3, but don’t
receive the toughness bonus for it.
Trollkin
·
They start with a d8 in Vigor
and they can raise it up to d12+2
·
They start with d6 in Strength
·
They have a pace of 5
·
They receive the Hard to Kill
edge.
·
They receive the Fast Healer
edge.
·
They have -2 to charisma.
·
They are size 2, but don’t
receive the toughness bonus for it.
Skills
Alchemy (Smarts)
Alchemy is the science that allows to
create mundane items that have some arcane properties. It covers a large array
of compound that are created with mixing arcane sensitive reagent.
A player with this skill can create
alchemical compound, identify an unknown alchemical compound, extract
alchemical reagent from plants or animals and event distillate ingredients from
existing alchemical compound to extract reagents.
Craft Alchemical item
To create an alchemical item, a character
must have the formulae and the needed ingredients, than invest the required
time to brew the compound and then make an alchemy trait roll. Depending on the
complexity of the compound the roll will receive a modifier (EX : -2). See the
Alchemy chapter for complete formula example.
Identify Alchemical compound
A character skilled in alchemy can identify
existing alchemical items. To do so, he must make an Alchemy roll with a
circumstantial modifier as prescribe by the following table.
Alchemical
Substance being identified
|
Modifier
|
Substance is common
and openly available
|
+2
|
Substance is uncommon
and available in secret market
|
0
|
Substance is rare and
difficult to purchase
|
-2
|
Substance is unique
|
-4
|
Substance was
previously identify by the character.
|
+4
|
If the player doesn't know the recipe to
create that compound he can discover it. With each raise on the identify roll,
the character can discover one ingredient used in the composition of
the compound.
Distillate alchemical reagent from an alchemical compound
A character can extract reagents from
existing alchemical compound. To do so, the character as to know what is the
alchemical compound is, and what reagent are included in it's composition. Than
he can make an alchemical roll to extract reagent with a -2 modifier. If it's a
success, he can extract one unit of one alchemical ingredient used in the
composition of the compound. Each raises allows to extract one more unit of the
same ingredient, or one
unit from a different ingredient. A character can't extract
more unit of ingredient then those used in the creation of the compound. After
the process, successful or not, the compound
is destroyed and cannot be used anymore.
Extract alchemical
The Alchemy chapter provide a list of basic
alchemical items. For more exotic ingredient, see the monster entry of the
appropriate monster in the bestiary. Most of them are extracted with a simple
roll of the Alchemy or Medicine (for animals parts), but more exotic can impose
modifiers.
Edges
General Edges
'Jack Marshal
Rank :
Novice
Requirements : None
Requirements : None
This edge allows a character to give
complex orders to a steamjack. A 'jack marshal with this edge can orders it's
'jack to perform multiple action in a single turn and perform combat maneuvers.
A 'jack marshal can control only one 'jack at the time with this bonus.
Ace Commander
Rank : Seasoned
Requirements : 'Jack Marshal
Requirements : 'Jack Marshal
An ace commander can give it's bennies to
his warjack.
Additional Bond
Rank : Novice
Requirements : Warcaster
Requirements : Warcaster
This edges allows a warcaster to bound with
one more mechanikal item. This edge can be taken multiple times.
Free Style
Rank : Novice
Requirements : Alchemy d10
Requirements : Alchemy d10
This edge allows a character to improvise
replacement ingredient for a alchemical compound.
Arcane Backgrounds
In Iron Kingdoms RPG, published by
Privateer Press, there are two specific arcane traditions, Will Weaver, which
uses inner force of will to cast spells and Focusers that uses ambient magical
energies. To recreate that to different arcane background where created.
Arcane Background (Focusing)
Arcane Skill : Focusing (Smarts)
Starting Powers : 2
No power points rules : In place If the characters must make a Focusing roll with a penalty equals to half the Power Point cost of the chosen spell. On a failure, the character loose all sustained spells and his shaken, this can cause a wound. Each sustained spell add a -1 penalty to Focusing rolls.
Backlash : Burnout, on a 1 on the arcane check, regardless of the wild die, the character loose the ability to cast spell until the end of the encounter. He can spend a benny to resume this ability.
Starting Powers : 2
No power points rules : In place If the characters must make a Focusing roll with a penalty equals to half the Power Point cost of the chosen spell. On a failure, the character loose all sustained spells and his shaken, this can cause a wound. Each sustained spell add a -1 penalty to Focusing rolls.
Backlash : Burnout, on a 1 on the arcane check, regardless of the wild die, the character loose the ability to cast spell until the end of the encounter. He can spend a benny to resume this ability.
Focusers use latent magic that surrounds
everything in Caern. They are the only ones that can becomes warcasters because
it requires their unique ability to control warjack and bound to other
mechanikal items.
When picking this arcane background the
character must choose one Arcane Career edge.
Arcane Background (Will Weaver)
Arcane Skill : Will Weaving (Smarts)
Starting Powers : 2
Starting Power Points : 10
Backlash : On a 1 on the arcane check, regardless of the wild die, the character is shaken and suffers a level of fatigue.
Starting Powers : 2
Starting Power Points : 10
Backlash : On a 1 on the arcane check, regardless of the wild die, the character is shaken and suffers a level of fatigue.
Will weavers rely on their force of will to
summon and harness arcane energy.
When picking this arcane background the
character must choose one Arcane Career edge.
Arcane Careers
Gun mage
Requirements : Arcane Background (Will Weaving) or Arcane Background (Focusing) and
Shooting d6
A gun mage mix arcane energies with fire
arms. He can shoots spells using bullet as a delivery system. To do so, the gun
mage must uses a magelock weapon, a specially crafted gun with magic sensitive
alloys, in conjonction with rune shots, specially crafted bullets for this
purpose.
Casting a spell through a rune shot
requires a arcane roll as usual and a shooting roll to hit the target. But
those two actions count as a single one toward for multi-action resolutions. If
both rolls are successful the target suffer the shot and the stored power.
If a gun mage doesn't have a rune shots or
magelock he can still cast spell through a bullet but will suffer penalty to
his shooting and arcane roll for trying so.
The gun mage will suffer a -2 modifier if he doesn't have a magelock and
an other -2 (cumulative) if he doesn't have rune shots.
Warcaster
Requirements : Arcane Background (Focusing)
Warcasters can bound with mechanikal
devices, including steamjack. Depending of the nature of the mechanikal device, the warcaster
can use the device in special ways. The bouding process requires ten minutes
once, and a warcaster can change it's bounds at any time by bounding to an
other device. A single device can't be bound to more than one warcaster. The
warcaster as a limit of one bound. That limit can be change with edges.
While bounded with a mechanikal weapon a
warcaster can uses bennies to reroll damages.
While bounded with a mechanikal armor a
warcaster can generate a protective field that add two to the toughness.
While bounded with a steamjack, a warcaster
receive the same benefits as the 'Jack Marshal edge with the bounded
'jack. But, the warcaster doesn’t need
to talk to give out orders and doesn't need to know the cortex language.