Affichage des articles dont le libellé est Conversion. Afficher tous les articles
Affichage des articles dont le libellé est Conversion. Afficher tous les articles

lundi 26 janvier 2015

Iron Kingdom Savage Conversion - The rest

Since the last post, (over a year ago) my Savage Iron Campaign raised and fell and so did my conversion efforts.

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
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
An ace commander can give it's bennies to his warjack.

Additional Bond

Rank : Novice
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
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.
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.
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.


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.

vendredi 28 juin 2013

Iron Kingdoms Savage Conversion - Stats

As I said in the my  previous post. I have already started my Iron Campaign with the Savage Worlds system. I made a basic conversion of the Iron Kingdoms RPG to Savage Worlds so that my players can start playing. But now, I realize that there are some things that does not feel as they do in the Iron Kingdoms RPG. So I have to step up my conversion so the flavor of the Iron Kingdoms will be preserved.

In my conversion I have three goals. I have to be able to play soon, I have to be able to convert Iron Kingdoms Stat Blocks from the bestiary easily and if possible I have to be able to convert a full fledged character to Savage Worlds. All of that has to stick to the Savage Worlds creed, Fun, Fast and Furious.

So in my initial approach, I look at the Iron Kingdoms Career system, like a class in d20 RPGs and the like, and found appropriated edges in the Savage Worlds books or create one if it doesn't exit. At that point I didn't red all the core rule book of Iron Kingdoms and some things weren't as good. For example, I created an Arcane Background (Warcaster) that's totally useless compare to other Arcane Backgrounds. But when I created my first draft, I just wanted to be able to play soon, so my conversion was hasty.

Now that my group is actually playing in the Iron Kingdoms, I see as a game master that if I took a more system to system approach, my live would have been easier, because I could just pick up the bestiary and convert the stat block and use these monsters in the game and the flavor would have been preserved.

But, I think it's now to late, so that's why I revisit my conversion. If I change an edge my players are using, I will let them the choice to keep the one they have or to use the new one. I think it's only fair for them to let them play what they intended at first.

So, to take a system to system approach, I think it's wise to start with character traits, in Savage Worlds terms or stats in Iron Kingdoms one. So here I table representing Iron Kingdoms stats and their Savage Worlds counter-parts based on the description in both book. I will not copy past those description, because it's copyrighted materials and I don't want to be sewed.


IK StatSW Trait
Physique (PHY)Vigor
Speed (SPD)Pace
Strength (STR)Strength
Agility (AGI)Agility
Poise (POI)Shooting / Throwing
Prowess (PRW)Fighting
Intellect (INT)Smart
Arcane (ARC)Arcane Background Skill
Perception (PER)Notice
Willpower (WIL)Spirit
Defense (DEF)Parry
Initiative n/a
Armor (ARM)Toughness

In Iron Kingdoms, character statistic can range from 2 to 8, and in Savage Worlds it's from d4 to d12+2. In both case, the last step is only available at Epic/Legendary tier of play. So it's as simple as one to one mapping.

On more interesting point, is that really strong race, like the Ogrun, can go up to 10 in their STR stat. And in Savage Worlds Deluxe edition, in the race creation section, you can give a race a d8 as a starting value and that can go as high as d12+4 so even with our exception it will work.


IK Stat ValueSW Trait Dice
2d4
3d6
4d8
5d10
6d12
7d12 + 1
8d12 + 2
9d12 + 3
10d12 + 4

So, to convert that table in a simple mathematical expression. SW Trait Dice = d(2xIK Stat Value). That way I don't have to remember the whole table by heart and can really quickly convert an enemy stat card.

For Willpower to Spirit I'll have to use a different approach. Since Willpower is the addition of two different statistics I have to evaluate based on the bestary compared to equivalent monsters in Savage Worlds and there is no simple mathematical formula.

IK Willpower ValueSW trait dice
1 - 5d4
6 - 7d6
8 - 9d8
10 - 11d10
12 +d12

And for Defence and Armor, I'll use that simple formula for quick convertion (because normally I calculate the parry and toughness based on Abilities, traits, edges and equipements).


Defense(DEF)Parry = ( DEF + 1 ) / 2
Armor (ARM)Toughness = ( ARM + 1 ) / 2


In my next post, I'll talk about skills from Iron Kingdoms to Savage Worlds.

vendredi 21 juin 2013

Iron Kingdoms

On of my player brought to my attention a new RPG that came out last year and that was looking very interesting. The RPG was Iron Kingdom from Privateer Press. This RPG is a new system derived from Privateer Press' Warmachine and Hordes miniature games that lives in the same settig. Privateer Press published some years ago a d20 compatible version of their Iron Kingdoms campaign setting.

Personally, when my player shows me the core rule book cover I was hooked even if I never heard of that game world before. Here's the cover :

And then when you read the back of the book, it get's even better :
Embark upon a journey of adventure and intrigue in a steam-powered world fueled by magic and contested with gunfire and steel. Armed with mechanika and accompanied by mighty steamjacks, explore the soot-covered cities of the Iron Kingdoms and the fell ruins of ancient powers.

That kind of world really appeals to me, as a game master I see so much potential. From classic fantasy adventure to full fledged politic game or urban criminal campaign or may be "shadowrunner" like game, working for big manufacturing company.

So I grabbed a coy of the book and start to read about the Iron Kingdoms. The book is really well made, the first chapters are all about the basic lore of the world and are really well written. Then it's about character creation and the rules to play the game.When I came to the rules I start reading than realized that I didn't want to learn a knew RPG system, I just started to game master Savage Worlds and I was loving it.

At that time, I had only ran four sessions of Savage Worlds, but already felt confident enough to think that I could convert the whole system of Iron Kingdoms to Savage World with out much efforts.

Since I'm a lazy guy, I did look around a bit to see if others done it before me. The answer was yes, but it was from the old d20 version and there were differences in the flavor with the new version from Privateer Press. So, I decided that I'll base my conversion from these resources and create my own.

Since nobody published their conversions of the new system, I will do that here. Principally to keep that somewhere out "there" ans secondly to may be help some one who want that conversion like I did, even if it's just to get inspired from.

By the time I wrote this article, we already played three session and my basic conversion is almost done. But now I start to see flaws in my conversion, so what I'll post will be my revised edition.