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14

I'm going to split your question into two parts: - Does a weapon that gives +1 to hit and +1 to damage increase Parry? I'm afraid your DM is correct, and Parry is not increased. Parry is calculated directly from the character's Fighting Trait, and the only weapon modifiers that can increase it are those that specifically state that they increase Parry. ...


10

The setting that springs to mind is Hellfrost. It is based in the realm of Rassilon, a fully detailed world with an extensive Gazetter and Bestiary in addition to the Player Guide. The world is varied and interesting, with plot hooks liberally sprinkled through the published literature, and although it adheres to many of the common fantasy tropes, there ...


9

Whether something is a Wild Card or an Extra is a matter of game plot and story, not about the fictional game world. It is entirely possible to have adults Rocs that are Wild Cards right beside other adult Rocs that are Extras, so long as that makes sense for the encounter design. The default Roc in the book happens to be a Wild Card, but it's not a rule ...


8

First, let's take a look at the relevant section of Arcane Background (Alchemy): To create a potion, the alchemist needs access to at least a small lab (such as might be carried in a trunk) and one hour per spell Rank (a Novice spells takes one hour to imbue into a potion). The key phrase is "needs access to". This doesn't necessarily mean that they ...


8

Short Answer Having been part of the Savage Worlds community for years, I have not seen a more complete list of powers with Pathfinder-like trappings than Zadmar's Savage Spellbook. This is because in general Savage Worlds favors a "the player and GM agree on the trappings" attitude, which is different than the D&D / Pathfinder "every spell has ...


8

The Savage Worlds Fantasy Companion includes a Familiar Edge which fits the bill. If you're doing a fantasy campaign, pick that up.


7

An interesting note. Magic, Psionics, and Weird Science all have Smarts-linked arcane skills, while for Miracles the arcane skill is Spirit-linked. Another interesting bit is that the Berserk Edge, in noting example skills which can't be used while berserk, specifies that Intimidation (a Spirit-linked skill) can be used. Those could be used as arguments that ...


7

One approach would be to ask yourself how quickly does the story require it to grow? If it isn't explicitly described in the 50 Fathoms rules, then my feeling is that it would be open to interpretation, and that you should do whatever is needed to make an interesting adventure for the Roc's owner.


6

I'm skeptical about the answer from mxyzplk. The Wizard edge allows you to spend one fewer PP per raise on your spellcasting roll. Even with a d10 in spellcasting, you're not going to score multiple raises very often. Most damage-dealing spells cost 3 or more PP, so even with a raise they're going to burn through their PP fairly quickly. In general, when ...


6

From my experience (two Savage Worlds campaigns, Empire of Ashes and Legends of Steel), the wizard was the massive heavy artillery without a lot of weak points. The main issue was how easy it was to arrange your Edges so you were never losing Power Points (I forget how our wizard players worked it, but as long as they got a good roll they didn't lose the ...


6

Because the game systems are so different, I would regard it more as reimagining rather than conversion. Monsters vary widely in effectiveness from their D&D counterparts. You can roughly equate levels to D&D levels, but really that's less useful than you'd think. Conversion Process as I'd Do It: Steal the plot and locations and NPC personalities. ...


6

As you've already worked out, there are no rules in the core rulebook or fantasy companion to deal with this. The only setting that I am aware of that has any magical item creation rules at all is Hellfrost. This has an Edge, Alchemy, that allows a PC to create 'one-shot' magical items such as potions, scrolls, wands etc. The rules for this are well ...


6

Depends on what you want to compare it to I'd think I had a look at the Emu (as one of the largest birds alive today) and their chicks are full-grown within 5-6 months, they are still looked after their father during this time (up to seven months) so could be considered "young" during this stage. They can leave the nest within a few days so they quickly ...


5

This actually doesn't have an answer! Here's some background explaining why: The Savage Worlds entry on the roc doesn't describe their life-cycle, so there's no Savage Worlds "canon" to answer this. Outside of Savage Worlds, the Roc is a beast of Arabian mythology so there's no reliable, single source to go back to for more details about the Roc. ...


5

If a Power requires a Skill Roll to active then it can't be used. Normal Powers use the skill attached to the Arcane Background hence they can't when a character is Berserk. Under the standard system I don't think it is possible to have a Power which if it is not on all the time, and does not have an activation roll. So it seam unlikely to me unless it a ...


4

The core rules don't say how big or small a group can or should be. Indeed, it's not really an important concept compared to other roleplaying games, such as Dungeons & Dragons (where it's strongly recommended that you have the "core four" types at least). I've run many Savage Worlds sessions for as few as two players (both one shots and multi-session ...


4

The rules for magic item creation seem to have been left up to individual setting authors to develop. The one book I have access to that deals with magic item creation is Shaintar: Immortal Legends (a great Savage Worlds fantasy setting, by the way). It has three Edges that cover magic item creation, apart from its alchemy Edges. In summary (all from pp. ...


4

There are two ways you can take this. 1) Figure out how fast the roc grows, and if its growth in size categories outpaces his max familiar size, then it breaks free, and he has to find a new familiar. Presumably it would be wild enough to not stick around the party, but if he hasn't been mistreating it then it probably wouldn't actually attack the party ...


4

I do not think any Arcane Background is too powerful in the Core Rules, not even Magic combined with the Wizard edge. It is true that Wizards are capable to dealing the heaviest blows (like those 3d6 Bolts, or 4d6 with a raise!), but they have big weaknesses that balance out their DMR (damage per round) power: Their power points run out quite quickly, even ...


3

I have been trying to collate stuff to help others: Resources A Malevolent Medley - Free Misfit Studios' 10 Fantasy Traps - Costs Shark Nibbles #3 Mar '05 77IM's post on Traps in Pinnacle forum Triple Ace Games' Savage Worlds Handbook: Perilous Places & Serious Situations Notice roll to detect the trap by Clint


3

Well, I've never run a dungeon-oriented game in Savage Worlds, but my Firefly gamers ran into a booby trap in an illegal asteroid mine once, so...it was in fact a trap in a dark tunnel! Here are my answers to your questions: Yes, they get a Notice roll. There are plenty of passive tests in RPGs - rolls to notice, rolls to resist poisons / toxins, etc.. ...


3

This isn't explicitly covered in the rules, but my interpretation as a GM is as follows. A Wild Card is tougher to put down, having three wounds rather than the one that an Extra has. They also are much more capable with their Attributes and Skills, as they have a Wild Die with all their rolls. Remember that making something a Wild Card increases their ...


3

The rules for magic item creation were presented in the original Fantasy Gear Toolkit, but were left out of the Fantasy Companion, a huge omission on Pinnacle's behalf, IMHO. Essentially, it boiled down to about 5 Edges, all of which were technically Power Edges. Alchemy lets you create potions and scrolls. Arcane Artificer lets you enhance an item with a ...


3

In addition to Thunderforge's excellent answer, one other option in Savage Worlds is to apply magical trappings to your Skills or Edges to get your spells rather than buying the spells as Powers. For example, rather than Boost Trait, Knock could instead be modeled using the Lockpicking skill with "Knock spell" as its trapping, in which case you might have ...


3

I've had some experience with this. While every group is different, three players tends to be the minimum that work for us. One session, we only had two players. The third PC was played (responsibly) as a puppet by the other players, so the party wasn't lacking in skills or manpower. What they were lacking was ideas and inspiration. The players bounce ...


3

Houserules for more D&D-style familiars in Savage Worlds have already published and look like more the sort of thing you have in mind. The gist of it is that familiars can be imbued with power points to give them more abilities. It includes two Edges, one to gain the familiar and set its initial powers, and one to improve the familiar later. Personally, ...


1

Some Weird Science gadgets preclude an activation roll. A "mystic knife" that is activated whenever someone holds its handle needs no activation roll and is a melee weapon, thus usable while berserk (or whatever raving mad state of consciousness). Arcane and miraculous items would behave the same way (at least if I was running the game). I can't imagine a ...


1

In addition to the alchemical items mentioned by Phil, Hellfrost also has a free Legendary Relics supplement which covers creating permanent enchanted items. However, these are not items which are deliberately enchanted, but rather, as your character becomes Legendary, the items he uses on a regular basis absorb some of his awesomeness and become magical as ...


1

Yes they are :) I should declare my interest in that I am not a wizard and am playing in the game where Dave is running it. The problem is that wizardy types typically do not run out of power during the normal course of play - in that there are not enough encounters per day to drain them. Yes you can make it so that there are enough encounters, but that ...


1

There is no canonical, rules-based answer to this. It's up to the GM how traps should be handled in the game, based on the GM's common sense and the GM's desire to either make traps a prominent part of play or not. It sounds like you've got a nice list of ways to handle traps already, which will give you a game where traps are an important part of the play ...



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