Tuesday, November 24, 2009

TORG Redux

It occurs to me that I mentioned a while back that I was running a Savage TORG game, but I never mentioned any of the mechanical stuff associated with it. I used some of the things from the Savage TORG conversion at Dragonsfoot, but I also tinkered with a lot of the mechanics myself. Since I had an Orrorshan monster hunter and a Nile Empire superhero, I also had to throw together some special Edges for those guys. Here's a sample of some of the changed and new Edges I did for that campaign.


Kaiju Form [Legendary]
Requirements:
Legendary, Spirit d6+, arcane skill d10+, must know shape change power
Your ability to assume new forms is no longer limited by mere size. You can change into the form of truly enormous beasts, creatures that dwarf buildings and blot out the sun.
You can become creatures larger than Size +4. Changing into such creatures costs 7 Power Points, plus 1 Power Point for every five full points of Size. So, changing into a Size +5 creature would cost 8 Power Points, while changing into a Size +10 creature would cost 9 Power Points. The duration of the power and all other limitations remain unchanged.


Storm Knight [Reality]
Requirements:
Novice, Reality d4+
Your experience fighting against invading realities has given you an expanded ability to detect possibility energy. If you succeed in a Notice check against a target number of the target’s Spirit die (so d8 would be target number 8), you can detect whether or not they are possibility-rated as a blue and red aura around them. Doing so is an active use of the skill and requires a full round of concentration, during which time you can take no other action but movement.
You can also detect possibility energy in the environment as an intangible sensation. You always know whether a zone is mixed, dominant, or pure. If you pass within sight of a stelae, hardpoint, or other strong conduit of possibility energy, you automatically sense it.
Finally, you gain a +2 bonus on Reality rolls made for reality storms.

Storm Warrior [Reality]
Requirements:
Seasoned, Storm Knight, Reality d6+
By spending a benny, you can infuse an inanimate object with a temporary reality field, creating a talisman. It functions similar to a reality bubble but has a radius equal to half your Reality die, and lasts for the remainder of the session.

Storm Lord [Reality]
Requirements:
Veteran, Storm Warrior, Reality d8+
Over time, your experience with manipulating reality has made you a powerful force in the Possibility Wars. The number of eternity shards you can bond with is increased by 1, and you only disconnect from your home reality with a critical failure on a disconnect check.


True Sight [Weird]
Requirements:
Novice, Spirit d8+, Notice d4+
Some characters from Orrorsh have cultivated a form of the “second sight” that allows them to see through the human-seeming guises of some types of monsters. A character with this Edge can peer through the veil that conceals such corruption.
The character makes a Notice check, opposed by the target’s Spirit roll, with a penalty equal to the creature’s Fear rating (if any). If the check succeeds, the hero sees through the disguise to the monster beneath. For each raise, the True Sight also reveals one of the creature’s personal weaknesses (GM’s discretion to which is revealed).


I'm thinking about starting a new Savage TORG game in the next few months, so I'll probably be posting more about that as time passes.

Heroes of the Tower

I'm currently working on making a Savage Worlds campaign based on Stephen King's The Dark Tower series. The working title is "Heroes of the Tower," and I've just started putting together some arcane backgrounds and campaign-specific Edges for it. Here are a couple of them.

Gunslinger [Professional Edge]
Requirements:
Seasoned, Quick Draw, Agility d6+, Spirit d6+, Guts d6+, Intimidation d6+, Persuasion d6+, Shooting d8+
You have been trained as one of the seppe-sai, a Gunslinger of Gilead. You wear the big iron, the gun of your ancestors, and you carry yourself with the effortless grace of one who knows the face of his father. You gain a +1 bonus on Guts, Intimidation and Persuasion rolls, and a +2 bonus on any roll made as part of a gunfighting duel (including damage).
You are also gifted with a personal firearm--a revolver of fine craft passed down through your lineage for many generations. Such revolvers often have personal flourishes or small enchantments about them, but this is entirely up to the GM.
Additionally, if you take the Trademark Weapon Edge and apply it to your personal gun, you gain a +1 bonus on damage rolls with that firearm. This bonus increases to +2 if you take Improved Trademark Weapon.

The Touch [Background Edge]
Requirements:
Novice, Spirit d6+
Not every person gifted with a little bit of the supernatural is a full-blown psychic. Some folks just have a touch of strangeness about them. Maybe they get a little nudge in their heads when they’re in danger, or they can feel it when a close friend or relative dies. Regardless of the exact manifestation, your character has been touched by fate.
Once per session, you can spend a benny to request a hint from the GM relating to your current situation, or to determine the status of a friend or loved one. Hints should be vague but helpful, and the status is always broad ("He’s in trouble," or "She’s hurt bad, maybe dying"). The GM can refuse to give you any information, but if he does so, you do not spend a benny and instead gain an additional one.
Additionally, if you have the Danger Sense Edge, you make your Notice rolls for that Edge at no penalty.


The design philosophy here is that the Edges grant a tangible benefit, as well as synergizing with standard Edges from the core rules. I think that this lends itself well to creating characters who are campaign-oriented, and who are willing to take things that lend themselves well to emulating the genre. That is, by making a synergistic link between Gunslinger and Trademark Weapon, you encourage characters to build their gunslingers with a personal firearm that has a name, story, and background all its own, just like Roland's guns from the novels. (No spoilers here for anyone who doesn't know the story behind them.)