Friday, July 23, 2010

Willow & Tara: Savage Worlds

So the conversions of Unisystem to Savage Worlds and back went so well it seems a shame not to include a posting about my witches.

Willow & Tara in a Savage World






Given the pulpy feel of Savage Worlds and the general power levels I don't think I should try to convert late "Season of the Witch" or "Generation HEX" versions of the girls.  Sure there are books out there that I think would cover it ("Necessary Evil" is a good choice), but I am sticking with the core book here, or even maybe a modern version of Rippers.   Instead maybe a separate development evolution would be a good idea. So I would start with the girls circa their run in my WitchCraft RPG game and maybe just before the events of my Mutants and Masterminds game.

The biggest issue for me is the magic system.  I have been going over it more lately and I see it is something I could work with.  One thing is for sure, magical characters in Unisystem start out more powerful than their counterparts in Savage Worlds.  I guess that is ok really.  What I ended up doing is giving the girls around 60-65 XPs to advance them to "current" levels (which puts them into the "Heroic" tier for Savage Worlds).  The amount of magic they have seems less that their Unisystem counterparts, but I think I can live with at really.

Tara A. Maclay  (circa 2007 game time)
Human: Heroic (60 XP)
Female; Age 27; Height: 5' 5"; Weight 125lbs

Attributes
Agility d4  
Smarts d10
Spirit d10
Strength d4
Vigor d6

Derived Traits
Pace 6     Toughness 5
Parry 6    Charisma 2

Skills
Driving d4
Fighting d4
Healing d6 +2
Knowledge, Humanities d10
Knowledge, Occult d12
Notice d6
Riding d6
Spellcasting (Arcane) d10

Hindrances
Curious
Enemy (various)
Loyal

Edges
Arcane Magic
Attractive
Hard to Kill
Healer

Arcane Powers (15 Points)*
Barrier, Bolt, Burst, Deflection, Dispel, Light, TK

For this I went with powers she has (bolt, TK, Light, Deflection) and ones she uses the most often (barrier, Burst, Dispel).  Other spelss might need to be re-classified as "rituals".



Willow D. Rosenberg  (circa 2007 game time)
Human: Heroic (65 XP)
Female; Age 27; Height: 5' 3"; Weight 105lbs

Attributes
Agility  d4
Smarts d12
Spirit d10
Strength d4  (next advance take this to d6, she's been working out)
Vigor d6

Derived Traits
Pace 6     Toughness 5
Parry 4    Charisma 4

Skills
Driving d4
Fighting d4
Knowledge, Computers d12
Knowledge, Occult d12
Knowledge, Science d10
Notice d6
Persuasion d6 
Spellcasting (Arcane) d10

Hindrances
Enemies
Stubborn
Vengeful

Edges
Arcane Magic
Attractive
Charismatic
Hard to Kill
Rapid Recharge

Arcane Powers  (15 Points)
Blast, Bolt, Detect/Conceal Arcana, Dispel, Elemental Manipulation (fire), Fly, TK

Gear
Doll's Eye Chrystal +1 to spellcasting

So. There they are.
Here is what I see.  I would like to figure out a way to increase both of their Power Points.  Tara should have 5 more than Willow since I see her more of an arcane wellspring, but Willow can "refuel" faster.  I think I would rule that Witches start the game with 15 or 20 Power Points instead of 10.  

I would also include a Ritual Casting rule that would allow a magical type to use "rituals" or spells written in books for a one-time effect.  In truth I'd do them very similar to how they are done in D&D 4E.  This gives the "normal guy" a chance to throw some mojo around.  The Power Point cost would have to come from somewhere.  I would rule then that Normal Humans have 5 (or 10) power points that they just can't get too, but can use in rituals or to aid another.  Maybe supernaturals then get 15 and then witches have 20.  Set it up something like Essence from the WitchCraft game.  This assumes a game that is more magic-based than the pulpy action feel that is normal to Savage Worlds.

I would though like to try out these builds in a Savage Worlds game sometime.  The other builds I have a more inherent feel for.  These, I think, would end up being pretty powerful, maybe more so than the numbers let on to me.  I had the same issue with my Mutants & Masterminds builds.

NOTE: I just picked up the The Kerberos Club for Savage Worlds, so I might have more to say on this later.

1 comment:

  1. Tim,

    In the Supers Companion they have a neat little bonus, you could be a heavy hitter and start with 12 power points and six powers or major league and have 14 power points and seven powers.

    ReplyDelete

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