There are a couple of things about Victorious right from the start. First, the ability to port in other classes from other SEIGE Engine games, like Castles & Crusades. Second, the in-game plot element that there are some characters there from the 21st Century.
So what if I DID decide to bring some characters? Who should I bring over? No real question really.
While I was working on this post the question of Savage World's Rippers was also brought up. So why not try something with that too.
So here is my premise. Sometime in 2006 (not 2016) Willow and Tara are ripped out of their time back to London of the 1890s. Let's just say 1896. Digging through some old games....ah yes, they were at a museum in London and they saw a daguerreotype picture of themselves in Victorian period dress with another woman. Maybe something like this.
Willow and Tara flanking the Slayer of Victorian Age, Tara LaGrange by mqken. |
So. Let's try bringing in my two favorite witches using some of the spell casting rules from Castles & Crusades (I'll do something different tomorrow) and see if I can build a Slayer using these rules.
As cool as those guns are and as tempted I am to really turn the Steampunk elements up to 11 on this, I also want to do a simple spellcaster conversion first.
I have a few things I need to consider. 1. Are spells Vancian in nature? I think I am going to say yes with the option that certain low-level spells can be cast more than once. A signature spell so to speak.
2. Can spellcasters mix in magickal powers? Again yes, but I am going to limit it to just what they get for their CHA bonus +1.
For spellcasters, they take the "Spellcaster Power" every other level. This gives them access to the next level of spells. So Spellcaster as levels 1, 3, 5, 7, 9, 11, 13, 15, and 17 for spell levels Cantrips and 1, 2, 3, 4, 5, 6, 7, 8, and 9 respectively. This gives them roughly half of the free Power Points of other characters. So these remainder points can be allocated as needed. Typically I would see a spellcaster at first level taking Spellcasting, Blast (Magick) and Psycho-Kinesis. The 1 point shortcoming is that the spells must be studied in a book of rituals.
Willow
Proper Name: Willow Danielle Rosenberg
Strength: 9 (0)
Dexterity: 11 (0)
Constitution: 13 (+1)
Intelligence: 18 (+3)*
Wisdom: 16 (+2)
Charisma: 17 (+2)*
INIT: +0
Actions: 1 per round
AC: 10, +6 (Mystic)
Defensive: +9 Vision
Hit Points: 44
Level: 12
Alignment: Good
Victory Points: 5
Skills: History/Legend (Intelligence), Linguist (Intelligence), Occult (Intelligence), Prime (Intelligence), Science (Intelligence)
Languages: English, Latin, Greek, Hebrew
Supernatural Powers: see Packages
Packages:
Spellcaster (Arcane) 12th level.
Spells
0: Dancing Lights, Detect Magic, Light, Mage Hand, Message, Prestidigitation
1: Burning Hands, Comprehend Language, Identify, Magic Missile, Shield, Shocking Grasp
2: Darkness, Knock, Levitate, Locate Object, See Invisible
3: Clairvoyance/Clairaudience, Dispel Magic, Fly, Lightning Bolt, Suggestion
4: Arcane Eye, Fear, Mnemonic Enhancer
5: Contact Other Plane, Permanency, Telepathic Bond*
6: Chain Lighting, Guards and Wards
Powers: (Spellcaster) Blast 2, Keen Senses (Sight, Magick), Psycho-Kinesis 2, Telepathy,
Shortcomings: Enemy 2 (The Beast), Enemy 1 (Dracula), Minority (Lesbian Jew in 1890s England), Notorious, Phobia (Frogs), Watched (British Home Office)
Tara
Proper Name: Tara Ann Maclay
Strength: 12 (0)
Dexterity: 12 (0)
Constitution: 11 (+1)
Intelligence: 16 (+2)*
Wisdom: 18 (+3)*
Charisma: 16 (+2)*
INIT: +0
Actions: 1 per round
AC: 10, +6 (Mystic)
Defensive: +9 Vision
Hit Points: 42
Level: 11
Alignment: Good
Victory Points: 6
Skills: Fine Arts (Charisma) History/Legend (Intelligence), Occult (Intelligence), Prime (Wisdom)
Languages: English, Latin, Greek
Supernatural Powers: see Packages
Packages:
Spellcaster (Divine) 11th level.
Spells
0: Create Water, Detect Magic, Endure Elements, First Aid, Light, Purify Food & Drink
1: Animal Friendship, Calm Animals, Entangle, Faerie Fire, Obscuring Mist, Shillelagh
2: Animal Messenger, Cure Light Wounds, Hold Animal, Produce Flame, Speak with Animals
3: Call Lightning, Neutralize Poison, Protection from Elementals, Pyrotechnics, Speak with Plants
4: Cure Serious Wounds, Dispel Magic, Scrying
5: Cure Critical Wounds, Commune with Nature
6: Find the Path
Powers: (Spellcaster) Healing, Keen Senses (Sight, Magick), Psycho-Kinesis 2, Telepathy,
Shortcomings: Enemy 1 (The Beast), Enemy 1 (Dracula), Minority (Lesbian Wicca in 1890s England), Watched (British Home Office)
Now on to The Slayer.
Tara LaGrange appears in the Savage Worlds Rippers universe. I converted her to Unisystem as both a normal girl and as an honest-to-goodness Vampire Slayer.
If I stick with 1896 then Miss LaGrange will be 21.
The Slayer
Proper Name: Tara LaGrange
Strength: 18 (+3) / 23 (+5)
Dexterity: 16 (+2) / 21 (+4)
Constitution: 13 (0) / 18 (+3)
Intelligence: 12 (0)
Wisdom: 12 (0)
Charisma: 16 (+2)
INIT: +12 (Intution, Lightning Speed)
Actions: 1 per round
AC: 10, +2/+4 (Dodge), +3 (Lightning Speed)
Defensive:
Hit Points: 50
Level: 5
Alignment: Good
Victory Points: 5
Skills: Prime (Strength), Melee
Languages: English, French
Supernatural Powers: see Packages and Powers
Packages:
Slayer (theme)**
- Attribute Increase: Strength
- Attribute Increase: Constitution
- Intuition
- Might
- Regeneration (heal self 1d6 per rank)
- Robust
Powers: Robust 2 (taken at level 2), Might 2 (taken at level 3), Attribute Increase (Dexterity) (taken at level 4), Robust 3 (taken at level 5)
Shortcomings: Enemy 2 (Vampires)**, Enemy 1 (Dracula), Obligation**, Watched (British Home Office)**
Powers marked with ** are part of the Slayer Package.
I might need to tweak it a bit more, but for Miss LaGrange here I think it will work rather nicely.
I am now thinking I want to run a game with these three! Maybe do that vampire game I have been thinking about for a while now.