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Savage Dark Sun

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sir_paul:
Hallo,

da es passt, nutze ich einfach mal diesen Strang. Ich arbeite gerade an einer eigenen Konvertierung von Dark Sun an die SW:Ex. Ich bin mit den Rassen soweit fertig und könnte jetzt ein bischen Feedback gebrauchen. Also lest euch meine Ideen mal durch und teilt mir eure Eindrücke mit.

Gruß
sir_paul

EDIT: Die Rassen wurde schon überarbeitet, die neue Version findet ihr hier

Anmerkung: In meiner Umsetzung starten die Charaktere mit einem D6 in alle Attributen.

Dwarfs:

* Healthy: Dwarfs are healthy and resistant people, the start with a D8 for their vigor stat.
* Nonmagical: Dwarfs do not use magical spells, beside of templar/priest spells. On the other side they get the "Arcane resistant" edge, even if they do not have the needed requirements.
* Stubborn: The concentration on his Focus and his general mindset makes a dwarf stubborn. All other affects from the focus in the game should be handled by roleplaying.
* Unfriendly: The Dwarfs concentration on their focus and their single stubbornness let them act with -2 charisma when interacting with other races.
Elves

* Agile: Elves are agile people and receive a D8 as starting agility.
* Distrustful: Elves do not trust people outside their tribe and see everybody as an enemy. This will only change after some "tests of trust".
* Fragile: Elves are fine-boned and have a high metabolism, therefore they start with a D4 in vigor.
* Low Light Vision: Elves ignore penalties for darkness in all but pitch black conditions.
* Masterful Warrior: Elves are masterful warriors, they start with a D6 in either Fighting or Shooting.
* Runner: Elves are fast runners, therefore they have a base pace of 10, on the other side an Elf is not allowed to ride a beast of burden, unless he is very ill or dead.
Half-Elfes

* Beast Master: Halv-Elfes gain the Beast Master Edge, even if they do not have the needed requirements.
* Low Light Vision: Half-Elves ignore penalties for darkness in all but pitch black conditions.
* Outsider: Half-Elves suffers a -2 modifier to charisma among Elves and Humans, as he is not accepted by those.
Half-Giants

* Dull Wits: Half-Giants have inherited their mental abilities from their Giant-Kin, therefor they start with a D4 for Smarts and Spirit.
* Giant Strength: Half-Giants start with a D10 for Strength, this reflects the Strength they have inherited from the Giants. Additionally their load limit is raised to 8 times their Strength.
* Healthy: Half-Giants are healthy and resistant people, they start with a D8 for their vigor stat.
* Large: Half-Giants are really large. They get a +4 Bonus to their Toughness. On the other side, human sized creatures receive a +2 to their attack rolls. (SW:Ex – Monstrous Abilities: Size +4; Large) Additional all personal items such as clothes, armor, weapons, food, etc., cost double for half-giant characters. Other considerations, such as transportation or lodging, are also considerably more expensive when they are available at all.
Halflings

* Agile: Elves are agile people and receive a D8 as starting agility.
* Arcane Resistance: Halflings have a high resistance to magic and therefore get the Arcane Resistance Edge.
* Outsider: Halflings receive a -2 to Charisma when interacting with other races.
* Small: Due to their small size, halfling characters start with a D4 in Strength and a base pace of 5.
* Willful: Their pious unity with their race and their jungle environment grants Halflings a D8 in Spirit.
Human

* Free Edge: Humans start with one free Edge of their choice.
Mul

* Brawny: Due to their size und muscle mass mul get the Brawny Edge.
* Strong: Mul are very strong and start with a D8 for in their Strength.
* Sullen: The rigors of their upbringing in bondage makes them sullen and difficult to befriend – mul characters suffer a -2 malus to their charisma.
*
Thri-Kreen

* Agile: Thri-Kreen are very agile and start with D8 in Agility.
* Bite: The mandibles of the thri-kreen serve as a Str+D4 weapon.
* Clueless: Thri-Kreen do not understand human society, therefore they get the Clueless Hindrance.
* Need no sleep: Thri-Kreen do not gain fatigue due to less sleep.
* Four Arms: A Thri-kreen has four arms. Three of them count as off-hand (-2 pinalty). For each Ambidextrous edge one of the hand loose this pinalty. The Two-Fisted edge can only be taken once, so the Thri-Kreen can attack with two weapons without multi action pinalty.
* Loyal: It is instinctive for a thri-kreen to leap into battle to protect those he is with, regardless of personal danger. Therefore he gets the Loyal Hindrance.
* Natural Armor: A thri-kreen's exoskeleton is extremely hard, and gives the creature +2 natural armor, but they never wear other armor.
* Outsider: Thri-Kreen receive a -2 to Charisma when interacting with other races

Waldviech:
Hmmm....liest sich soweit gut. Einziger größerer Kritikpunkt: Den Fokus der Zwerge "nur" über Stubborn zu regeln. Im Original kriegen Zwerge ja auch Boni, wenn sie an ihrem Fokus-Werk werkeln oder Taten vollbringen die mit dem Fokus in Zusammenhang stehen. Das vermisse ich bei der Lösung irgendwie. Immerhin kann den Zwergen die Konzentration auf den Fokus auch diverse Vorteile bringen. Nur mit Stubborn und Roleplaying sehe ich das nicht...

sir_paul:
Danke für das Feedback, den Fokus wollte ich extra regelarm halten. Schon unter AD&D war der Fokus (für mich) eher ein Rollenspielelement... Von wegen Boni durch den Fokus, diese werden meiner Meinung nach ganz gut durch Bennies für gutes Rollenspiel abgebildet.

Werde mir das aber nochmal durch den Kopf gehen lassen. Falls jemand eine einfache regeltechnische Abbildung des Zwergen-Fokus für SW hat, immer her damit ;)

Die aus Savage Sun kenn ich schon, war mir aber schon zu kompliziert!

Boba Fett:
Beim Mul = Brawny erfordert Vigor d6, das sollte er dann auch haben...

Zwart:
Hat ein Mul ja auch, weil alle Charaktere mit einem D6 in allen Attributen starten. ;)


--- Zitat von: Sir Paul ---Anmerkung: In meiner Umsetzung starten die Charaktere mit einem D6 in alle Attributen.
--- Ende Zitat ---

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