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Fantasy Companion Wrien and developed by Paul “Wiggy” Wade-Williams, Simon Lucas, Shane Lacy Hensley, Clint Black, and Piotr Korys Layout and Final Preparation by Joel Kinstle and Shane Hensley Cover Art by Cris de Lara Interior Art by Storn Cook, Robin Elliot, John Hunt, Jason Juta, Greg Lambekis, LuisNCT, Chris Malidore, Daniel Rudnicki, Adam Schmidt, Bob Stevlic, Frank Walls, Cheyenne Wright, and Darek Zabroki Additional Material and Editing by Jodi Black, Ma Cuer, Mark Francis, Joel Kinstle, and Zeke Sparkes © 2009, 2012 Pinnacle Entertainment Group. Necessary Evil, Savage Worlds, Smiling Jack, and all related marks and logos are trademarks of Pinnacle Entertainment Group. All rights reserved. Produced under license by Studio 2 Publishing, Inc. The Studio 2 logo is a trademark of Studio 2 Publishing, Inc. © 2012. All rights reserved. Second printing. Printed in China. Sample file

Transcript of Fantasy Companion Sample file - DriveThruRPG.com · 2018-04-28 · Fantasy Companion Written and...

Page 1: Fantasy Companion Sample file - DriveThruRPG.com · 2018-04-28 · Fantasy Companion Written and developed by Paul “Wiggy” Wade-Williams, Simon Lucas, Shane Lacy Hensley, Clint

Fantasy Companion

Written and developed by Paul “Wiggy” Wade-Williams, Simon Lucas, Shane Lacy Hensley, Clint Black, and Piotr Korys

Layout and Final Preparation by Joel Kinstle and Shane Hensley

Cover Art by Cris de Lara

Interior Art by Storn Cook, Robin Elliot, John Hunt, Jason Juta, Greg Lambekis, LuisNCT, Chris Malidore, Daniel Rudnicki, Adam Schmidt,

Bob Stevlic, Frank Walls, Cheyenne Wright, and Darek Zabroki

Additional Material and Editing by Jodi Black, Matt Cutter, Mark Francis, Joel Kinstle, and Zeke Sparkes

© 2009, 2012 Pinnacle Entertainment Group. Necessary Evil, Savage Worlds, Smiling Jack, and all related marks and logos are trademarks of Pinnacle Entertainment Group. All rights

reserved. Produced under license by Studio 2 Publishing, Inc. The Studio 2 logo is a trademark of Studio 2 Publishing, Inc. © 2012. All rights reserved. Second printing. Printed in China.

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Characters 1Races . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1Languages . . . . . . . . . . . . . . . . . . . . . . . 4Making Races. . . . . . . . . . . . . . . . . . . . . 4New Edges . . . . . . . . . . . . . . . . . . . . . . . 5Professional Edges . . . . . . . . . . . . . . . . 5Racial Edges . . . . . . . . . . . . . . . . . . . . . . 7

Gear 9Items . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9Land Movement . . . . . . . . . . . . . . . . . 10New Melee Weapons . . . . . . . . . . . . . 11Ship Movement . . . . . . . . . . . . . . . . . . 11New Armor . . . . . . . . . . . . . . . . . . . . . 13Siege Warfare . . . . . . . . . . . . . . . . . . . . 13Characters in Sieges . . . . . . . . . . . . . . 14Morale Modifiers. . . . . . . . . . . . . . . . . 15Siege Engines . . . . . . . . . . . . . . . . . . . 15Character Siege Action Results . . . . . 16Fortifications . . . . . . . . . . . . . . . . . . . . 17

Arcana 20Deities . . . . . . . . . . . . . . . . . . . . . . . . . . 20Deific Templates . . . . . . . . . . . . . . . . . 21New Arcane Backgrounds . . . . . . . . . 23Trappings . . . . . . . . . . . . . . . . . . . . . . . 25Grimoire . . . . . . . . . . . . . . . . . . . . . . . . 28Introducing New Spells . . . . . . . . . . . 29

Treasure 47Using Magic Items . . . . . . . . . . . . . . . 48Loot . . . . . . . . . . . . . . . . . . . . . . . . . . . . 48Table 1: Armor & Shields . . . . . . . . . 49Table 2: Melee Weapons . . . . . . . . . . 52Table 3: Ranged Weapons . . . . . . . . . 54Table 4: Miscellaneous Magic . . . . . . 57Single Use Items . . . . . . . . . . . . . . . . . 64Stacking Bonuses. . . . . . . . . . . . . . . . . 67Table 5: Potions . . . . . . . . . . . . . . . . . . 79Table 6: Rings . . . . . . . . . . . . . . . . . . . . 80Table 7: Scrolls . . . . . . . . . . . . . . . . . . 84Table 8: Tomes . . . . . . . . . . . . . . . . . . 85Table 9: Wands & Staves . . . . . . . . . . 85Table 10: Cursed Relics . . . . . . . . . . . 90Table 11: Intelligent Relics . . . . . . . . . 93Intelligent Relics . . . . . . . . . . . . . . . . . 95Relics . . . . . . . . . . . . . . . . . . . . . . . . . . 96Sample True Relics . . . . . . . . . . . . . . . 97

Bestiary 100New Monstrous Ability . . . . . . . . . . 100Making Monsters . . . . . . . . . . . . . . . 101Villains . . . . . . . . . . . . . . . . . . . . . . . . 102Encounter Difficulties. . . . . . . . . . . . 104Variant Dragons . . . . . . . . . . . . . . . . 113

Index 156

Contents

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Characters

Characters

Welcome to the Savage Worlds Fantasy Companion! The core rules let you run or play most any setting you can imagine, but you’ll occasionally want more detail for particular worlds you’re converting or creating. This book address that, giving you new Edges and Hindrances, powers, magic items, and creatures for fantasy settings.

RacesFantasy settings typically feature many

races, such as elves, dwarves, or half-folk. Others may feature dragon-men or even orcs as player characters. The diversity here is limited only by your imagination.

In this section we’ll give you the most typical racial templates for you to use right out of the book, then show you how to create your own races as well.

The following non-human races are representative of those found in most traditional fantasy worlds.

DwarvesDwarves are short, stout, hardy people

who come from massive caverns in the high mountains. They are a proud, warlike race, usually made so by frequent contact with savage races such as orcs and goblins.

Dwarves usually live upwards of 200 years. In most fantasy campaigns, they have ruddy skin and all typical hair colors.• Low Light Vision: Dwarven eyes are

accustomed to the dark of the underearth. They ignore attack penalties for Dim and Dark lighting.

• Slow: Dwarves have a Pace of 5”.• Tough: Dwarves are stout and tough. They

start with a d6 Vigor instead of a d4.

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Fantasy Companion

ElvesElves are tall, thin souls with pointed ears

and deep-set eyes of various colors. Whether they hail from the forests or hidden valleys, they are all born more graceful than humans, though somewhat slighter. Most elves live upwards of 300 years. They have fair skin and their hair includes all typical colors, plus shades of silver and blue.• Agile: Elves are graceful and agile. They

start with a d6 in Agility instead of a d4.• All Thumbs: Elves have an inbred dislike

of mechanical objects, and thus have the All Thumbs Hindrance. They shun most mechanical items and designs.

• Low Light Vision: The character’s eyes amplify light like a cat’s, allowing him to see in the dark. He ignores attack penalties for Dim and Dark lighting.

Half-ElvesHalf-elves are usually a solid mix of their

two parents. They gain the elves’ grace but none of their elegant frailty.

Most half-elves are well-adjusted, but some are shunned by one side of the family or the other and grow resentful. Others may even be mistreated.

Their life-spans are closer to their human parent than those of their elven kin. Most half-elves live only to about 100 years.• Heritage: Some half-elves retain the grace

of their elven parent. Others gain the adaptability of their human ancestry. A half-elf may either start with a free Edge of his choice (as a human), or a d6 in Agility instead of a d4.

• Low Light Vision: The character’s eyes amplify light like a cat’s, allowing him to see in the dark. He ignores attack penalties for Dim and Dark lighting.

• Outsider: Half-elves aren’t true outsiders (as per the Hindrance of the same name), but neither are they ever quite comfortable around humans or elves as one of their own, so the effect is the same.

Half-FolkHalf-folk are small, nimble creatures with

fuzzy brown or black hair. Though they are

frail compared to most other races, their cheerful optimism (or wily cunning) gives them a “never say die” attitude that makes them more than a match for creatures twice their size.

Half-folk see no reason to invite trouble, and tend to live in their own little communities far off the beaten path.• Fortunate: Half-folk draw one additional

benny per game session. This may be combined with the Luck and Great Luck Edges.

• Short: Half-folk average only about 4’ tall. Their small size subtracts 1 from their Toughness. Half-folk have a Size of –1, and cannot take the Small Hindrance.

• Spirited: Half-folk are generally optimistic beings. They start with a d6 Spirit instead of a d4.

Half-OrcsHalf-orcs are the offspring of either a

human and an orc or an orc and another half-orc. Rarely is such a mating willingly accepted, so the character’s “family tree” is likely more than a little troublesome to him or her.

Half-orcs are usually accepted by orcish communities, but are shunned by most other races, including humans, elves, and dwarves. Some half-orcs choose to join the “civilized” races, turn their backs on their barbaric roots, and are often looking to redeem themselves. Many are heroic souls trying to prove their worth.

Half-orcs have light-colored human skin with just a tinge of orcish coloration, with black hair and small eyes. Their features are harsh and angular, like that of orcs. Their natural life-span is the same as humans, though it is rare when one dies of old age.• Infravision: Half-orcs can see in the

infrared spectrum, halving attack penalties (round down) for bad lighting.

• Outsider: Half-orcs aren’t trusted by most other civilized races, and so subtract 2 from their Charisma.

• Strong: Half-orcs have some of the strength of their ancestry. They start with a d6 Strength attribute instead of a d4.

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Characters

HumansHumans in most fantasy settings should

get the usual benefit—one free Edge of their choice. This option reflects their versatility and adaptability compared to other races.

If you like more variety, you might also give humans abilities based on culture rather than race. For instance, a sea-faring human culture may start with Boating and Swimming at d6. Cultural templates are designed just like making new races (see below).

RakashansRakashans have the form of humans

with the features of felines. They come in a wide variety: the bright colors of tigers, the speckled hides of leopards, and the exotic look of Siamese cats are all appropriate. They have sharp claws and teeth and a cruel nature when it comes to dealing with their prey.

Rakashans can be found in their own remote and exotic cities or as fringe elements of normal society. While they are too beautiful to be shunned, they are too foreign to be easily accepted.• Agile: Rakashans have the feline grace of

their ancestors. They start with a d6 Agility attribute instead of a d4.

• Bloodthirsty: Rakashans can be cruel to their foes, often toying with them for simple amusement. They rarely take prisoners and feel little compuction about punishing captured foes. This causes a –4 Charisma penalty among more “civilized” types.

• Racial Enemy: History hints at a major war between rakashans and saurians, nearly destroying both cultures. Each suffers a –4 Charisma when dealing with the other.

• Claws: Rakashans have retractable claws that do Str+d6 damage and grant +2 to Climb rolls on all but completely sheer surfaces.

• Low Light Vision: Rakashan eyes amplify light. They can see in the dark and ignore attack penalties for Dim and Dark lighting.

SauriansLizard men typically come from steaming

jungles or deep deserts where they have

unique civilizations unknown to other sentient races.

Few outsiders have penetrated their society, and persistent rumors that Saurian religion requires sentient sacrifices remain unconfirmed.• Outsider: Most races distrust the unblinking

saurians. Their habit of eating their meat still squirming is also less than appetizing. They suffer a –2 Charisma penalty.

• Racial Enemy: History hints at a major war between rakashans and saurians, nearly destroying both cultures. Each suffers a –4 Charisma when dealing with the other.

• Natural Weapons: The tails, claws, and teeth of saurians allow them to tail slap, claw, or bite in combat for Str+d4 damage.

• Natural Swimmers: Saurian tails make powerful swimmers, giving them +2 on their Swimming rolls and increasing their swimming Pace to their Swimming skill.

• Saurian Senses: Saurians’ lizard tongues can “taste” the air, giving them +2 to Notice rolls. They are always considered active guards for Stealth checks.

• Warm Natured: Though not truly cold-blooded, saurians are not comfortable in cold environments. They suffer a –4 penalty to resist cold environmental effects.Sa

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Fantasy Companion

LanguagesAll characters may speak (and read unless

Illiterate) a number of languages equal to their Smarts divided by 2. One language must be their native tongue. Increasing Smarts allows a character to learn a new language if the Game Master feels it’s appropriate.

Languages in most fantasy settings are by race, so a character might know Elvish, Dwarven, and human, for example. The setting you’re playing should dictate exactly which languages are available.

Making RacesAll races and cultures begin with a free +2

Racial Ability. This is equivalent to a human’s Free Edge. Additional positive abilities must be countered with an equal value of negative ones. A +2 ability, for example, may be countered by a single –2 ability or two –1 abilities.

Game Masters should decide on the maximum number of Racial Edge points allowed in their game, but 4 to 6 points is not unreasonable. This provides enough scope to make an interesting race or culture, without unduly unbalancing the game.

Give each ability a suitable name. If you want your horse nomads to have Riding skill at d6, call it Born to the Saddle. It’s all about creating a rich flavor rather than just giving long lists of abilities your players have to keep up with. Short and flavorful is far preferable to long and comprehensive.

The list below is a guideline. If you want something special or not listed, assign it a value based on existing examples. This method is not suitable for use when designing monsters—they don’t have to be balanced in the same way as player races.

Cultural TemplatesTemplates can be based on culture rather

than race as well. This method can even be applied to humans, granting them cultural abilities rather than the standard free Edge they normally get. For instance, horse nomads have proficiency in Riding.

+3 Abilities• Begin with a d8 in one attribute and may

raise it to a d12+2 via normal advancement; the Expert and Master Edges may raise it to a d12+4

• Free Seasoned Edge (regardless of requirements—except those which require other Edges)

• Hardy (a second Shaken result in combat does not cause a Wound)

+2 Abilities• +1 Parry• +1 Size• +1 Toughness• +2 Armor (negated by AP weapons)• +2 Charisma• +4 bonus to resist all negative environmental

effects (e.g., heat, cold, and pressure)• +10 Power Points for one specific Arcane

Background (e.g., Magic or Miracles)• Aquatic (cannot drown in water, moves at

full Swimming skill, free d6 Swimming)• Base Pace 10• Construct• Free Novice Edge (regardless of

requirements — except for those that require other Edges)

• Multiple limbs (one extra non-movement action per limb, incurs no multi action penalty, price is per additional limb)

• Poison (victims that suffer a Shaken result from your natural weapons must make a Vigor roll or be paralyzed for 2d6 rounds)

• Start with a d6 in one attribute• The ability to Fly (at base Pace; may “run”)• Use of a single racial Power (the character

has 5 Power Points usable solely for this Power that recharge at the rate of 1 per hour and are unaffected by Rapid Recharge; Power Points from other sources cannot be used with this power; psionic-type powers use Smarts, physical ones use Vigor as the arcane skill)

+1 Ability• +1 Reach• +2 bonus to resist all negative environmental

effects (heat, cold, pressure, etc.)

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