Where Do They Learn It All?

Just involved in an interesting conversation with <urbanfrog2002> on the dragwars message board, where he makes the following interesting point on learning new skills:

“I love it that to gain a particular ability etc often a character will need to find a teacher. So much more sense than mystic raises a rank and gets new powers – what do they come in his.her sleep…needing to find a teacher adds essential narrative drivers to engage the roleplay essence of the game. With this approach your assassin who ended up in albion might never develop his other trance techniques without finding another assassin to teach them…one can blend characters to…a knight who learns the smoke jar technique from a rogue assassin…endless possibilities ala savage world style…”

He was referring in particular to Wayne Imlach’s take on skills in Dragon Warriors, a document that I’d seen before but hadn’t really given much thought to. Time to change that.

Earlier I had posted the following regarding helping the players to choose their skills and edges:

“One possible approach, given the inexperience of the group, will be to leave the upgrades open on level-up and to start with at least, let the players choose Skills and Edges as the situations arise so that they’re choosing things that they’ll actually use.”

Actually, I think something like that is actually suggested somewhere in the rulebooks.

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Elowyn, a DW Mystic

So here’s the other half of the duo, Elowyn, a human Mystic, run by my daughter. Being a character with Arcane Background, I found it necessary to first work out what SW Mystics might look like. For the character background you can check out Elowyn’s twin brother Elathan. Our version of the DW home setting Legend is quite low fantasy and the public use of magic could be quite hazardous, certainly in the more civilised parts of Albion. The kids are great fans of the BBC series Merlin and this twist seemed to fit in with the atmosphere of my personal take on Legend.

As I mentioned when describing  Elathan, I gave the twins the advantage that when fighting side by side they didn’t have to split their defence between multiple opponents, with the rationale that they grew up fighting on the practice grounds together. In SW terms this translates as being impervious to the gang-up bonus if they’re fighting together (Wall of Steel).

For all the character conversions I’m using ValhallaGH and Planecreek’s suggestions from the PEGINC forum.<

DW Stats (Rank: 4) SW Equivalent
Str: 11
Ref: 14
Int: 11
Psy: 14
Looks: 13
Str: d6
Agility: d6
Smarts: d6
Spirit: d8
Vigor: d6
Attack: 12
Defence: 7
Evasion: 4
Stealth: 15
Perception: 9
Mag. Def.: 8
Fighting: d6
Parry: 5
see Agility
Stealth: d8
Notice: d6
see Spirit
Skills & Abilities
Premonition
ESP
Spell Mastery
Notice / Danger Sense
Notice / Danger Sense
Spell Mastery*

Further Skills:

Arcane Background: Mystic* d8, Shooting d4, Healing d6, Knowledge (herbs) d4, Persuasion d6, Riding d4, Survival d4, Psychic Tracking* d6

Hindrances and Edges:

My daughter decided that the Curious and ‘Heroic’ hindrance best describe Elowyn’s character, with the ‘Heroic’ being ameliorated to the minor ‘Kind Hearted’, whereby she can’t say no to people in need (but doesn’t necessarily leap into the breach). Edges: Arcane Background:Mystic, Healer, Wall of Steel (with Elathan).

Powers:

I still haven’t worked out how many initial powers I should give characters with AB: Mystic. One of the crasser differences between DW and SW is the sheer number of spells / powers that characters get. Do they use them all? No, but how to translate this sensibly without blowing the concept to smithereens?

Invigorate (SW Healing), Mirage (SW Confusion, Illusion Trapping), See Enchantment (SW Detect Arcana), Dazzle (SW Blind), Telekinesis (SW Legerdemain), Enthrall (SW Charm), Telepathy*

Minor Powers: To be determined*

Gear:

As well as possessing a Valandar sword, Elowyn has a Necklace of Valiance (Guts +2), a Ring of Magic Negation and a Ring of Enthrall.

*All taken from my SW conversion of the DW Mystic. Powers are either canonical or from Savagepedia.

Conclusions:

Using Asmor’s SW character generator, this build uses 6 attribute points, 21 Skill points and the Edges AB: Mystic*, Spell Mastery*, Wall of Steel (partial) and Danger Sense – 3½. Seasoned. Again.

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Elathan, a Knight Gone Slightly Wrong

Elathan and Elowyn, twin brother and sister are my kids’ PCs (also twin boy and girl – I thought that I’d give them something half-way familiar for their first RPG experience). Their mother died at childbirth (PCs, not kids!) and they grew up under the watchful eyes of their father, who’s captain of the guard in Karickbridge, starting point of the campaign.

I wrote in the initial description for Elathan that he was a serious, sincere lad, looked up to by those around him and one of those people who tend to inspire confidence and whom your natural instinct is to believe and trust. The reality looks a little different; it would be hard to find a more mercenary wannabe knight, and as for chivalry and looking after the weak and his companions…

One bonus that I gave the twins on generation was that when fighting side by side they didn’t have to split their defence between multiple opponents, with the rationale that they grew up fighting on the practice grounds together. In SW terms this translates as being impervious to the gang-up bonus if they’re fighting together (Wall of Steel).

For all the character conversions I’m using ValhallaGH and Planecreek’s suggestions from the PEGINC forum.

DW Stats (Rank:5) SW Equivalent
Str: 14
Ref: 15
Int: 11
Psy: 11
Looks: 11
Str: d6
Agility: d8
Smarts: d6
Spirit: d6
Vigor: d6
Attack: 18
Defence: 13
Evasion: 6
Stealth: 14
Perception: 6
Mag. Def.: 7
Fighting: d8
Parry: 6
see Agility
Stealth: d6
Notice: d6
see Spirit
Skills & Abilities
Track
Armour Expert
Ride Horse
Swim
.
Tracking d6
Armour Expert*
Riding d6
Swim d6

*See SW Armour mod

Further Skills:

Persuasion d6, Shooting d6.

Hindrances and Edges:

Alongside the chivalry Vow, Elathan has the Greedy hindrance. Edges: Block, Wall of Steel (with Elowyn).

Gear:

As well as possessing a Valandar sword, Elathan has a headpiece that enables him to use Trueseeing.

Conclusions:

Using Asmor’s SW character generator, this build uses 6 attribute points, 16 Skill points and 3½  Edges. Once again around Seasoned.

Next: Last of the group – Elowyn.

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Nab’han, the Grateful Assassin

What on earth is a Saracen assassin doing in northern Albion then? Well it’s like this: Nab’han is a native of the Caliphate of Zhenir. When Elathan and Elowyn first met him he was being protected from a lynch mob by the local priest in the village of Pillaton.

Twelve months before, Nab’han had been in the Principalities of the Crusades where his life was saved by Sir Pellowin, a crusading knight. Out of gratitude, Nab’han offered Sir Pellowin his services. Seven months later, the two set off on a two-month journey back to Albion so that Pellowin could take care of the estates left to him by his father. A month after arriving, Pellowin was treacherously killed by his cousin who had his eye on the land and riches that he’d been looking after in Pellowin’s place. Nab’han was initially captured but managed to escape from prison and remained on the run until the villagers of Pillaton mistakenly mistook him for a baby-snatching monster until the rest of the party were able to expose the real culrpit.

For all the character conversions I’m using ValhallaGH and Planecreek’s suggestions from the PEGINC forum.

DW Stats (Rank:4) SW Equivalent
Str: 8
Ref: 13
Int: 16
Psy: 11
Looks: 15
Str: d4
Agility: d8
Smarts: d8
Spirit: d6
Vigor: d6
Attack: 16
Defence: 9
Evasion: 6
Stealth: 20
Perception: 10
Mag. Def.: 7
Fighting: d8
Parry: 6
see Agility
Stealth: d10
Notice: d6
see Spirit
Skills & Abilities
Light Trance
Dark Trance
Water Trance
Shock Attack
Climbing
Alchemy
Armour Piercing
Swim
.
mod. Fast Healer
?
mod. Mentalist
Fast and Silent (HF)
Climbing d6
Knowledge (Alchemy) d6
Sunder +1 (FC Dwarf)
Swim d4

Further Skills:

Shooting and Throwing d6. Lock-picking d4.

Hindrances and Edges:

Definitely Outsider Hindrance and Vow – he’s a strict follower of the Ta’ashim faith. Attractive (had a Looks score of 15).*

Gear:

As well as possessing a Valandar sword, Nab’han has a pair of bracers allowing him to use a Boost Trait: Strength Power.

Conclusions:

Using Asmor’s SW character generator, this build uses 6 points in attributes, 21 Skill points and 4 Edges. Essentially a seasoned character (15 points +3 for the Hindrances together with 4 advances plus a couple of points for fun).

Next: Elathan, a would-be knight.

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Isembard, the Dwarven Scholar with Two Left Hands

Isembard Ironfist was one of those characters that were dictated by the dice. I usually let my players choose how to allocate the rolls for their primary statistics (for a dwarven warrior strength and reflexes) and roll the rest directly to see what comes out. In Isembard’s case this resulted in a low psychic talent and looks, no surprises for either of those. But when it came to intelligence, we rolled a straight 18.

And then came the question regarding what a young dwarf was doing in a settlement in the middle of northern Albion! We decided that he had been farmed out to his uncle, smith of Karickbridge Castle for the last three Lords of Karickbridge. His clan simply didn’t know what to do with him any more. He couldn’t smith for toffee but had a scholarly bent. Nobody knew what to do with him or what should become of the dwarf who always had his head either in a scroll or in the clouds.

As it turned out, his uncle, the dour Grim Ironfist, self-imposed exile from the dwarven clans of the Shriven Hills, didn’t know what to do with him either, and so beside devouring all the books the castle library had to offer, his lot fell in with the grown children of the captain of the guard. Since their first escapades together, he has proven himself to be as skilled with an axe as with a scroll and has rediscovered some of the ancient art of runecrafting.

For all the character conversions I’m using ValhallaGH and Planecreek’s suggestions from the PEGINC forum.

DW Stats SW Equivalent
Str: 17
Ref: 12
Int: 18
Psy: 11
Looks: 8
Str: d8
Agility: d6
Smarts: d8
Spirit: d6
Vigor: d8
Attack: 19
Defence: 12
Evasion: 4
Stealth: 14
Perception: 10
Mag. Def.: 6
Fighting: d10
Parry: 7
see Agility
Stealth: d6
Notice: d6
see Spirit
Skills & Abilities
Gloomsight
Armour Expert
Track (underground)*
Cartography*
Poison resistance+
.
Low Light Vision
Arm. Prof. and Imp. A. P.
Track d6
???
see Vigor

*modified from track and to replace riding respectively
+House-rule to reflect tougher nature of dwarves – roll 1d6 less for poison saving roll

Further Skills:

Obviously some Knowledge skills should be thrown in, d6 on Runes. A d6 on Investigation, Shooting and Persuasion for good measure.

Hindrances and Edges:

We thought that Isembard would probably have the All Thumbs hindrance, as well as Curious. No clear Edges yet.

Gear:

As well as possessing a Valandar sword, Isembard was given a suit of rune-engraved scale male made by his uncle that offers some degree of magic protection – translated as armour with the Arcane Resistance Edge. He also has a torc that, when activated, can create the equivalent of a (SW) Armor power.

Conclusions:

Using Asmor’s SW character generator, this build uses 7 points in attributes (according to the Fantasy Companion dwarves get a starting d6 in Vigor) and 18 Skill points. Essentially a starting character (15 points +3 for the Hindrances). If I give him 4 advances to bring the character up to starting Seasoned, the player can buy a few more skills and/or edges. Basta.

Next up Nab’han, the grateful assassin…

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Too good not to share…

Roll a d6: Fantastic RPG / LARP parody of The Far East Movement’s “Like a G6”

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On Porting Characters from DW to SW

So, not only are we planning to swap rule systems for the same setting, we’re going to try to port our old characters over too. The burning question is where to put the characters on the experience/rank line?

As far as I can see it, there are three ways;

  1. According to the SW rules, characters should be awarded 2-3 XP per adventure, but DW awards XP per monster and per adventure. I could just total up the number of adventures the characters have gone through, multiply this by 2.5 and give this number of XP to each of them in SW to rebuild their characters from scratch.
    Problem: doing this would give them relatively little experience. They’d be starting the game approximately as seasoned characters, which possibly means a drop in ‘level’ and a reduction in the number of skills they have.
  2. I can try to pitch them on the line between a new character and the ‘normal’ maximum character that the system caters for. DW characters run from level 1 to level 10; they’re presently at level 4/5. SW characters run from novice to legendary. Let’s say that each named rank in SW is approximately equivalent to two DW ranks. This would put the characters around the veteran mark in SW.
    Problem: this is probably overshooting the mark. Although at the beginning, DW rank progression is approximately linear (around 30 XP per level), after 5th rank, the gap between ranks starts opening up. Assuming that one SW rank is approximately equivalent to two DW ranks ignores this issue and could potentially pitch the characters further up the XP scale than merited.
  3. I can try to translate their skills and abilities from DW to SW. A knight? Fighting and Riding d8, tracking d6, survival d6. Assassin? Shooting, lock-picking and a few acrobat-type skills. Shouldn’t be too difficult, especially with the help of the rough equivalents provided by ValhallaGH and Planecreek on the PEGINC forum.
    Problem: Hmm. Probably seems to be the best way of doing it actually. Not quite sure where it puts them on the XP scale. I guess I could reverse-engineer; work out where they are and then retrospectively work out how many advances it would have taken to get there.

I think option 3 is probably the safest and fairest to all concerned. There will never be a 1:1 fit – if there was there’d be no point in porting after all, but I think this will be the best approach.

Thinking about it there’s also a fourth way; scratch the PCs and start from scratch – either now or at a later time point, but we’re in the middle of a story arc, and I want to strike while the iron’s hot, so to speak. We might run a quick unrelated scenario with pregenerated characters just to get the feel of the system, we’ll see.

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Mystics; One Man’s Mystic is Another Man’s Psionicist

…isn’t he? According to the Dragon Warriors Rulebook “A Mystic can be a formidable foe using only the power of his mind, setting little store by the wands and other occult fripperies of  Elementalists or Sorcerers.” So much of the SW arcane background: psionics fits to my  comprehension of DW mystics.

The following is drawn from a multitude of sources; the Dragon Warriors rules, the Savage World Core Rules, Fantasy Companion, Hellfrost Players Guide and (last-but-not-least) the Savagepedia site, with particular reference to their Unofficial Powers page.

Anyone with a working knowledge of DW or Hellfrost Siphoning will easily identify my influences for my take on psychic fatigue. I hope that it’s sufficiently different from both systems that no-one feels that I have breached copyright on their material (which is something that I take seriously, seeing as I’m employed by the world’s best patent office 😉 ). If you as an author feel that I have trodden too close to your property, please let me know (with reasons) and I will respond appropriately.

The other caveat is that this is all theoretical and hasn’t been play-tested yet.

O.k., so all the disclaimers are out of the way. Here goes:

Arcane Background: Mystic
Arcane Skill:
Mysticism (Spirit)
Starting Power Points: Uses Psychic Fatigue rules: See Below*
Starting Powers: ???

Mystics correspond in many ways to Savage Worlds psionicists. The Arcane Background (Mystic) uses the Arcane Skill Mysticism (spirit). Mystics do not use power points, but like psionicists, use an internal power source to affect their own bodies and the environment around them. They are better able to cast spells on themselves than others, a result of knowing their own bodies better than those of others, so all healing and trait-boosting spells cast on others are cast with a -2 penalty on the Arcane Skill roll. Protective powers (Armour, Barrier, Damage Field etc.) can only be cast on the Mystic him- or herself.

Mystics have access to Minor Arcana (see Custom Powers); the Mystic can choose a number of Minor Arcana equal to half their Smarts (?) die + the number of powers they start with.

POWERS

Minor Arcana: Air Manipulation, Blessing, Clean, Cold Manipulation, Distract, Drowse, Earth Manipulation, Embarrass, Fire Manipulation, Guidance, Helper, Life, Light, Sense, Sound, Swarm, Trick, Water Manipulation (all from Unofficial Powers)

Novice: Aim (replaces Hidden Target), Analyze Foe (replaces Assess), Armour (replaces Force Field), Blind (replaces Dazzle), Bolt, Boost Trait (replaces Might), Burst, Chameleon (Unofficial Powers), Charm (Unofficial Powers), Confusion (replaces Mirage), Damage Field, Darksight (replaces Darksight), Deflection, Detect/Conceal Arcana (replaces See Enchantment), Empathy (Unofficial Powers), Environmental Protection, Fear, Healing (replaces Invigorate), Illusion (Unofficial Powers), Leaping (HF), Legerdemain (replaces Telekinesis), Lock/Unlock (HF), Mind Link (Unofficial Powers), Repel (Unofficial Powers), Speak Language (replaces Telepathy), Speed, Stun, Succor (replaces Nourish), Summon Ally, Voice on the Wind (HF), Wall Walker, Wandering Senses (HF), Wilderness Step (HF)

Seasoned: Barrier, Blast, Bless/Curse, Concentrate, Disguise, Draining Touch, Farsight (replaces Clairvoyance), Growth/Shrink, Havoc, Invisibility (replaces Pass Unseen), Knockdown (HF), MIND CLOAK (mental invisibility, cloaked to mind-penetrating powers), Pummel, Quickness (replaces Swiftness), Sentry (HF), Silence (HF), Telekinesis, Telepathy (Unofficial Powers), Teleport, Warrior’s Gift, Weapon Immunity (HF), Whirlwind (HF)

Veteran: Greater Healing, Greater Illusion (Unofficial Powers), Paralyze (Unofficial Powers), Puppet, Mind Rider, Quake, Sphere of Might (HF)

Heroic: Intangibility (replaces Intangibility), Regenerate (HF)

Legendary: PHOENIX (as Mystic spell)

PSYCHIC FATIGUE:

Instead of having a fixed number of Power Points, a Mystic runs danger of encountering Psychic Fatigue every time they use their powers. When a mystic rolls a 1 on their arcane skill (regardless of the Wild Die), the mystic rolls xd6* on the Psychic Fatigue table. If the mystic was casting a Novice spell, they roll 3d6 and use the lowest two dice to look up the result on the table below. If a Seasoned, Veteran, Heroic, Legendary or , roll 2, 3, 4, or 5d6 and use the highest two.

Spell Level

Roll

Take

Min. Arcana

4d6

Lowest 2

Novice

3d6

Lowest 2

Seasoned

2d6

Veteran

3d6

Highest 2

Heroic

4d6

Highest 2

Legendary

5d6

Highest 2

On a critical failure, those surrounding the mystic are subject to a psychic blast (medium template, successful Spirit roll for all to avoid being Shaken). The mystic is automatically Shaken and becomes psychically fatigued, unable to cast spells, and takes a physical Fatigue level. Both effects can be removed with a full 8 h rest.

Beneficial spells cast by the mystic on third parties are cast with a -2 penalty on the arcane skill roll and count as one spell level higher when rolling on the Psychic Fatigue table.

Take the result from the roll and look up the result on the Psychic Fatigue table:

2d6

Effect

Duration

2

Psychic Surge: All arcane skill rolls for the next 15 min are made at +4

15 min

3

Minor Surge: All arcane skill rolls for the next 2 h are made at +2

2 h

4-6

Nothing

7-8

Temporary Glitch: Shaken, unable to use power for 1-6 CR

1d6 CR

9-10

Minor Doldrums: Shaken, caster takes a level of Fatigue and is unable to use power for 15 min

15 min

11

Moderate Doldrums: Shaken, caster takes a level of Fatigue and is unable to use power for 1 h

1 h

12

Major Doldrums: Shaken, caster takes a level of Fatigue and is unable to use power for 2d4 h

2d4 h

Critical Fail

Psychic Fatigue:
Psychic Blast: All (friend and foe) in a medium blast radius around the Mystic must make a Spirit roll or become Shaken.

The Mystic becomes Shaken, 1 level of Fatigue and unable to cast spells until rest

Until Shaken recovery /

Until mystic has slept for 8

SKILLS

Psychic Tracking (Spirit)

Note: This is to replace the Mystic Pursuit spell (used quite often in my campaign). Still not sure whether to make it an extra skill per se, or make it an Edge – I’m tending towards the latter at the moment.

Mystics are capable of psychically tracking individuals they know or if they have something psychically attached to the person (a favoured possession etc.)

Tracking allows a mystic to follow the psychic spoor of a small number of individuals in any type of terrain. Each roll generally covers following the tracks for one mile, but the GM may adjust this dramatically for more specific or small scale searches.

Unlike physical tracks, the psychic spoor of an individual does not fade quickly, but the mystic can become confused if multiple tracks exist, such as in a place where the individual frequents regularly.

Apply the modifiers below to each roll.

Tracking Modifiers

Situation Modifier
Tracks cross stream -2
Tracks cross river (other than on bridge) -4
Tracks cross larger expanse of water -8
Person well known to Mystic +2
Person unknown to Mystic, but Mystic has significant item belonging to the quarry -2
Track is > 1 year old* -2
Track is > 5 years old* -4

*entirely up in the air right now. Whether this is too powerful or not depends entirely on the situation.

EDGES

Spell Mastery (Power Edge)
Requirements:
Novice, AB: Mystic
Essentially the same as DW Spell Mastery

Adepthood (Professional Edge)
Note: This is probably going to be the most controversial part of the porting. In DW, an 8th Rank Mystic essentially becomes superman. Reflexes and Psychic Talent are immediately bumped up to the max. The PC becomes immune to poison and mind control, etc. etc. etc. Here’s a first take:
Requirements:
Heroic, AB: Mystic d10
Even in the magical world of Legend there is no power to match the inner mysteries of the human mind. Extraordinary abilities may be acquired by a Mystic who reaches total spiritual mastery and becomes an Adept.

The Adept Mystic is spiritually at the pinnacle of perfection—and physically not far from that. His Agility and Spirit traits both increase by 1 die. His natural rate of healing from wounds is doubled, and he becomes immune to poison and disease.

He also gains the Combat Edge Level Headed (Improved Level Headed if Level Headed already taken), rolls at +4 against mind-controlling spells or possession by demons or spirits (alternative: immunity) and gains a Guts die.

MODIFIED EDGES

Animal Companion
Essentially as Fantasy Companion Familiar, without Power Point transfer

OTHER EDGES

Other Edges that fit in nicely with the Mystic build are the Weird Edges Danger Sense and Healing (?)

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Moving DW Magic to SW

On the one hand magic is the one thing that is probably most cumbersome to port from DW to SW, on the other hand only one member of my group uses magic at all, a Mystic, and so the only rule set that I have to ‘translate’ right now is for this ‘class’ to a SW-compatible format. For the others I can pick and mix from existing SW Arcane Backgrounds. As I GM a very low-magic DW (a setting which starts off pretty low fantasy anyway), encounters with magic are few and far between, in fact off the top of my head, apart from the occasional witch or hag, the only magical opponent the party has really had to deal with so far is Lóegaire Óengus, a darkness elementalist whom I was planning to turn into a demonist anyway.

Before I turn to the ‘other’ arcane backgrounds, I want to get a word off my chest about  clerics and paladins. And that word is “No”. I don’t know whether it’s because I’m a believer myself, or whether it’s a question of logic for me. Legend, the DW setting par excellence, uses a pseudo-Christian religion called ‘The True Faith’ as the standard religion of the western lands, with trappings of paganism hanging on in the less ‘civilised’ areas such as Ereworn and Thuland. The original DW rules don’t incorporate a standard fantasy RPG miracle caster. There’s rumours of a new priestly class in the upcoming Players’ Handbook from Serpent King Games, but they’re saying that even this will be spell-free. No, if my priests are going to have any supernatural powers at all, it will be things like exorcism, creating hallowed ground and the like. Ritual-based and not really what your average player will want to deal with, but will be allowed to if they really want to.

Regarding the other arcane backgrounds, I’ve taken a lot of inspiration from Triple Ace GamesHellfrost setting. Their rules on Hedge Wizardry, Elementalism and Heahwisardry will need barely any modification whatsoever to fit right in. Hedge Wizards can go 1:1 – I love their rule mechanic for finding ingredients and making potions etc. As I’ve only ever had a darkness elementalist NPC, I have zero compunction about adopting the HF Arcane Background: Elementalist without much change – though using power points rather than Siphoning. Heahwisards get re-skinned as Selentium Alto Magi – a.k.a. Sorcerers. As none has ever made an appearance to date in Albion this doesn’t affect my campaign at all and their formal hierarchy just feels right for this setting.

I guess this is where making a universal adaptation of DW will break down, as others will already have their DW elementalists, sorcerors, warlocks and the like.  All I’m planning on doing is providing an equivalent rather than SW rules for re-creating the DW classes.

That leaves some sort of druid (a spell-caster type that I always felt would fit in quite well in Legend, though with a few mods to make it a bit more gritty and celtic – perhaps with a bit of advanced Hedge Magic thrown in), elven song-magic*, which I’m intending to make a powerful form of cooperative magic, and a few other bits and pieces which I’ll probably do on the fly (I’ve even got half a scenario floating around in my mind featuring as idiot savant elven mage causing all sorts of problems in a town that the party happen to be traveling through). Then there’s rune magic, something that the dwarves can use for generating powerful magic items, with the Thulanders and Mercians having a more flexible on the fly system. There’s an excellent d20 magic supplement that I want to use for this: Bastion Press’ Spells and Magic – one of the best magic supplements I have ever come across and one which I would heartily recommend to any DW GM; I’m just waiting for a chance to use a Mirror Mage some day!

*It should be noted that Legend is far from other fantasy settings where non-human races abound. Elves and dwarves were incorporated at the outset, ‘because that’s the way it is in fantasy RPGs’, but they were always very rare and nearly always NPCs or even enemies. There are elves in my Legend, but they seldom interfere with the lot of mortal men, more a faery or fee folk at the edge of our reality. On the other hand I have allowed dwarves to creep in as a mountainous mining folk. There’s even one in the party, but he’s worthy of a post all to himself, paradoxical as he is.

My take on the mystics will (probably) be the next entry here…

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Introducing First Elements

Rather than burdening my players with all the new rules at once, I decided to introduce a few SW elements in our last DW session, namely initiative and movement.To date we’d used miniatures only in a very elementary fashion to show who was fighting whom where, without much thought to the surroundings. I wanted to see how it would work when the environment was an important tactical component of the battle.

The initiative went down very well. In DW, when you go in a round is determined by your PC’s reflex score. SW resolves this with a pack of cards with the highest drawer going first and bonuses for drawing a joker. Within a couple of combat rounds we’d got into the swing of it and it definitely enhanced play.

Movement was made interesting by the adventure itself. I’d DW’d an ancient AD&D adventure (by ancient I mean 1983) under the auspicious title of “The Taking of Siandabhair” published in Imagine magazine. A significant part of the adventure takes place underwater as the characters face sea monsters, poisoned eels and a sea hag. The characters are given a potion of extended water breathing at the beginning and then sent off to rescue a princess from a rocky underwater lair. I was very strict with them and told them that there would be no verbal communication between the PCs and also severely hampered their combat abilities. There were plenty of opportunities to use the narrow rocky passageways to bottleneck the enemies, but it all got a little messy, partly because of the relatively young age of two of my players (not yet 10), but also because the PCs weren’t allowed to talk.

They got away with the first large combat by the skin of their teeth, with one of the PCs stopping behind to block an onslaught of Sahuagin-like monsters whilst the others wandered off into the complex, oblivious to what was going on behind them.

The player with the fighter in the tunnel didn’t seem to think it was the best inauguration of a strict ‘by-the-map’ approach to adventuring. On the other hand, they all survived and have learned a valuable lesson about communication and using the environment to their advantage.

It’s also given us a good opportunity to roleplay some tension within the group. I’ve encouraged the player with the fighter who got stuck to – er – remind my son about the Code of Chivalry and not leaving friends in the lurch. Looking forward to the next session, where I’m thinking of unleashing my take on Savage Mystics – the only character in the party with an arcane background is a DW Mystic. I’ve tried to modify the SW Psionicist, taking elements from HellFrost’s magic siphoning for the Psychic Fatigue Roll.

More of that anon…

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