Post by phantomdoodler on Jul 1, 2011 6:13:22 GMT -5
This conversion utilises the Fantasy Companion in addition to the current Savage Worlds rules.
Situational Rules
Multiple Languages
Races Of Magnamund
DRAKKARIM
The Drakkarim are a race of brutal, war-like humanoids that have allied themselves with the forces of Naar, serving as soldiers in the armies of the Darklords. Physically, they appear human-like, but tend to be stronger and tougher, with harsher features. They despise all other humans.
All Drakkarim gain the following abilities:
• Fearless: Drakkarim add 2 to all Spirit rolls to resist fear, and subtract -2 from fear table results
• Darklands Adaptability: Drakkar have been bred to survive in the poisonous atmosphere of the Darklands, and are immune to all poisons
• Mean: Drakkar care little for social niceties, and gain the Mean hindrance
DWARVES
The Drodarin Dwarfs of magnamund are stout, brave and stubborn folk, known for their ingenuity in the field of weapon and armour design, and their extremely potent alcohol (the infamous Bor Brew).
Dwarf characters gain the following abilities:
• Low Light Vision: Dwarves eyes are accustomed to the gloom of their underground homes. They ignore attack penalties for Dim or Dark lighting.
• Slow: Dwarfs have a Pace of 5".
• Tough: Dwarves start with d6 Vigour, rather than d4.
GIAKS
Giaks are a race of greeny grey-skinned, aggressive creatures bred for their ferocity and discipline in battle. Hardened by the intense fires of Helgedad, Giaks are able to exist in extreme conditions, can see in utter darkness, and are immune to most non-corrosive toxins. They are a formidable foe, but are easily broken if they lack a commanding presence.
Although rare, Giak characters may be possible, especially in an "evil" campaign. Giaks are loosly divided into Mountain Giaks, representing the stronger and hardier of the breed, and Swamp Giaks, who are smaller, weaker are more numerous, and found in more isolated pockets of magnamund.
All Mountain Giak characters have the following abilities:
• Heat Tolerance: Owing to their porous body fat, Giaks may add 4 to all rolls to resist extreme heat
• Infravision: Giaks can see in the infrared spectrum, halving all darkness penalties (round down) for attacking heat-producing foes.
• Poison Immunity: Owing to their enhanced lustral trachea alumentary canal, Mountain Giaks are completely immune to all non-corrosive poisons
• Tough: Giaks are incredibly resilient and hardy, starting with a d6 in their Vigour attribute, rather than a d4.
• Bloodthirsty: Giaks are cruel to their foes, delight in pain and suffering. and have a fearsome reputation. They will suffer -4 Charisma to mostly everyone, who doesnt appreciate their natures (Hindrance).
• Slave Mentality: Giaks suffer -2 to all Guts rolls, and Fear table results, if they are alone or outnumbered, unless in the presence of a strong leader (Hindrance).
HUMANS
Humans represent a diverse group of races and nations, from Ice Barbarian tribes of the far north, to the Sadi nomads of southern Magnamund.
All Human characters have the following abilities:
• Free Edge: Humans start with a free edge of their choice.
KLOONS
Related to Dwarfs, Kloons are shorter than their Drodarin cousins although Kloon males do not have facial hair. Kloons are extremely intelligent, and have a thirst for knowledge unparalleled amongst the races of Magnamund. Indeed Kloons are sought out across Magnamund, as advisors, chief librarians, sages, scholars, scientists and priests. They tend to have very little time for fools.
All Kloon characters have the following abilities:
• Intelligent: Kloons start with a d6 Smarts attribute, rather than a d4.
• Scholarly: Kloons all begin with a Knowledge skill at d6.
• Slow: Kloons have a Pace of 5".
KUNDI
The Kundi are a race of primitive ape-like humanoids that inhabit the cloud-realm of Azanam. Owing to their unusual ability to perceive into the astral realm, they have been systematically hunted to near extinction, by the Shadakine Empire. Physically, they are powerfully built, and have prehensile tails.
All Kundi characters have the following abilities:
• All Thumbs: Kundi have an inbred dislike of mechanical objects, and thus have the All Thumbs Hindrance. They shun most
mechanical items and designs (Hindrance).
• Prehensile Tail: Kundi gain one additional non-movement action each round, without a multi action penalty
• Astral Sight: Kundi may use the Detect Arcana power (they can only detect, not conceal) as a natural ability, using Smarts, and with 10 Power Points (it recharges at a rate of 1 per hour).
• Racial Enemy: All Kundi suffer -4 Charisma when dealing with Shadakine humans, who are likely to kill them on sight (Hindrance).
NOODNICS
Noodnics are a race of intelligent, bipedal rodents, that inhabit the maze of tunnels, beneath the Hammerdal mountains in Durenor. Standing around 2` tall, Noodnics come in a variety of fur colours, and wear any scraps of clothing they can steal from the larger folk using their tunnels. They are expert scavengers, existing be stealing trinkets, or making items from what they find.
All Noodnic characters have the following abilities:
• Nimble: Noodnics begin with a d8 in Agility and may raise it to a d12+2 via normal advancement; the Expert and Master Edges may raise it to a d12+4.
• Bestial: Noodnics are sentient animals, and as such cannot speak humanoid languages, although they can understand them (Hindrance).
• Low Light Vision: Noodnics eyes are particularly acute in the dark tunnels of their home. They ignore attack penalties for Dim or Dark lighting.
• Tiny: Noodnics are extremely small, typically about 2` tall, and so must subtract -2 Toughness (Hindrance)
• Weak: Noodnic’s Strength attribute requires two points per step to raise during character generation and the character must dedicate two Advances to raising the attribute during game play.
• Keen Senses: Noodnics all have the Alertness edge, gaining add 2 to all Notice rolls.
• Tunnel Dweller: Noodnics start with 1d6 in Climbing and Stealth
OGRONS
Distantly related to Dwarves and Kloons, Ogrons are huge, blue-skinned barbarians. Physically, they are intimidating, sporting tribal tatoos and exotic hairstyles, and are formidable warriors - they can be found serving as mercenaries across magnamund, where their ferocity and size is an obvious advangtage. However, Ogrons are a deeply spiritual people, who worship powerful ancestral spirits tied to their lands. They, like the other Drodarin race, share a hatred of the Cenerese race, who almost succeeded at wiping out the Drodarin race altogether.
Ogron characters gain the following abilities:
• Strong:Ogrons start with a Strength attribute of d8 instead of a d4, and may raise it up to d12+2 with normal advancements; the Expert and Master advantages may raise it to a d12+4.
• Large: Ogrons are huge, standing around 9 feet tall on average, and gain a +2 bonus to their Toughness.
• Oxygenated Blood: Owing to their unusual purple blood, Ogrons gain one Fatigue level every 15 minutes underwater; on reaching Incapacitated, they must make Vigour roll every minute or drown. Once back in air, lost Fatigue is recovered a one level per 15 minutes.
• Barbaric: Ogrons appear brutish, barbaric and primitive to mostly everyone, so all Ogrons have the Outsider hindrance. This doesnt count when intimidating an opponent (Hindrance).
• Dim Witted: Ogrons are not particularly scholarly or intelligent. Their Smarts attribute requires two points per step to raise during character generation and the character must dedicate two Advances to raising the attribute during game play (Hindrance).
• Alcoholic Weakness: Ogrons suffer -4 to all Vigour rolls to resist the effects of alcohol (Hindrance).
PATAR
The Patar are a human-like Drodarin race, who were partly responsible for creating the deadly Cenerese plague that wiped out the Drodarin people, thousands of years ago. Since then, they have vowed to live lives devoted to healing and curing diseases. In northern Magnamund, they are more commonly known as Redeemers, silent monks wearing black robes and wooden fish symbols.
All Patar have the following abilities:
• Vow (Major): Patar are utterly committed to their role as Redeemers. As such, they will always aid those in need, unless they are allied with evil, and maintain vows of silence and pacifism at all times (Hindrance).
• Natural Healer: All Patar gain the Healer edge
• Healing Arts: Patar start with Healing and Knowledge (Medicine) at d6
SZALLS
Szalls are a weak and cowardly type of Giak, that escaped into the wastelands of northern magnamund, where they have since settled as farmers and fishermen. Physically, they appear similar to Giaks, but have lost many of that species abilities - unlike the giak spawn, they are also able to mate, which over the generations, has weakened their original Giak frames, and mentality
Szall characters gain the following abilities:
• Agile: Szalls start with d6 Agility, rather than d4.
• Infravision: Szalls can see in the infrared spectrum, halving all darkness penalties (round down) for attacking heat-producing foes.
• Small: Szalls must deduct 1 Toughness due to their small size (Hindrance).
• Disease Resistant: Szalls may add 2 to all Vigour rolls to resist the effects of disease.
ARCANE BACKGROUND (KAI DISCIPLINES)
Arcane Skill: Special (No roll required)
Starting Power Points: 10
Camouflage (5)
You may blend in to your surroundings. You gain +2 steps to Stealth (or you gain it at d4) and may look and sound like a native- The target will believe you are a native of an area unless they make a Notice roll at -2 to detect something is wrong. Additionally, Camouflage can be used to locate a safe shelter, be it an abandoned cave or building. This requires a successful Spirit roll. On a success you will be drawn to the source of safety. On a raise, you gain a sense of what the shelter is and the exact distance and direction.
Situational Rules
Multiple Languages
Races Of Magnamund
DRAKKARIM
The Drakkarim are a race of brutal, war-like humanoids that have allied themselves with the forces of Naar, serving as soldiers in the armies of the Darklords. Physically, they appear human-like, but tend to be stronger and tougher, with harsher features. They despise all other humans.
All Drakkarim gain the following abilities:
• Fearless: Drakkarim add 2 to all Spirit rolls to resist fear, and subtract -2 from fear table results
• Darklands Adaptability: Drakkar have been bred to survive in the poisonous atmosphere of the Darklands, and are immune to all poisons
• Mean: Drakkar care little for social niceties, and gain the Mean hindrance
DWARVES
The Drodarin Dwarfs of magnamund are stout, brave and stubborn folk, known for their ingenuity in the field of weapon and armour design, and their extremely potent alcohol (the infamous Bor Brew).
Dwarf characters gain the following abilities:
• Low Light Vision: Dwarves eyes are accustomed to the gloom of their underground homes. They ignore attack penalties for Dim or Dark lighting.
• Slow: Dwarfs have a Pace of 5".
• Tough: Dwarves start with d6 Vigour, rather than d4.
GIAKS
Giaks are a race of greeny grey-skinned, aggressive creatures bred for their ferocity and discipline in battle. Hardened by the intense fires of Helgedad, Giaks are able to exist in extreme conditions, can see in utter darkness, and are immune to most non-corrosive toxins. They are a formidable foe, but are easily broken if they lack a commanding presence.
Although rare, Giak characters may be possible, especially in an "evil" campaign. Giaks are loosly divided into Mountain Giaks, representing the stronger and hardier of the breed, and Swamp Giaks, who are smaller, weaker are more numerous, and found in more isolated pockets of magnamund.
All Mountain Giak characters have the following abilities:
• Heat Tolerance: Owing to their porous body fat, Giaks may add 4 to all rolls to resist extreme heat
• Infravision: Giaks can see in the infrared spectrum, halving all darkness penalties (round down) for attacking heat-producing foes.
• Poison Immunity: Owing to their enhanced lustral trachea alumentary canal, Mountain Giaks are completely immune to all non-corrosive poisons
• Tough: Giaks are incredibly resilient and hardy, starting with a d6 in their Vigour attribute, rather than a d4.
• Bloodthirsty: Giaks are cruel to their foes, delight in pain and suffering. and have a fearsome reputation. They will suffer -4 Charisma to mostly everyone, who doesnt appreciate their natures (Hindrance).
• Slave Mentality: Giaks suffer -2 to all Guts rolls, and Fear table results, if they are alone or outnumbered, unless in the presence of a strong leader (Hindrance).
HUMANS
Humans represent a diverse group of races and nations, from Ice Barbarian tribes of the far north, to the Sadi nomads of southern Magnamund.
All Human characters have the following abilities:
• Free Edge: Humans start with a free edge of their choice.
KLOONS
Related to Dwarfs, Kloons are shorter than their Drodarin cousins although Kloon males do not have facial hair. Kloons are extremely intelligent, and have a thirst for knowledge unparalleled amongst the races of Magnamund. Indeed Kloons are sought out across Magnamund, as advisors, chief librarians, sages, scholars, scientists and priests. They tend to have very little time for fools.
All Kloon characters have the following abilities:
• Intelligent: Kloons start with a d6 Smarts attribute, rather than a d4.
• Scholarly: Kloons all begin with a Knowledge skill at d6.
• Slow: Kloons have a Pace of 5".
KUNDI
The Kundi are a race of primitive ape-like humanoids that inhabit the cloud-realm of Azanam. Owing to their unusual ability to perceive into the astral realm, they have been systematically hunted to near extinction, by the Shadakine Empire. Physically, they are powerfully built, and have prehensile tails.
All Kundi characters have the following abilities:
• All Thumbs: Kundi have an inbred dislike of mechanical objects, and thus have the All Thumbs Hindrance. They shun most
mechanical items and designs (Hindrance).
• Prehensile Tail: Kundi gain one additional non-movement action each round, without a multi action penalty
• Astral Sight: Kundi may use the Detect Arcana power (they can only detect, not conceal) as a natural ability, using Smarts, and with 10 Power Points (it recharges at a rate of 1 per hour).
• Racial Enemy: All Kundi suffer -4 Charisma when dealing with Shadakine humans, who are likely to kill them on sight (Hindrance).
NOODNICS
Noodnics are a race of intelligent, bipedal rodents, that inhabit the maze of tunnels, beneath the Hammerdal mountains in Durenor. Standing around 2` tall, Noodnics come in a variety of fur colours, and wear any scraps of clothing they can steal from the larger folk using their tunnels. They are expert scavengers, existing be stealing trinkets, or making items from what they find.
All Noodnic characters have the following abilities:
• Nimble: Noodnics begin with a d8 in Agility and may raise it to a d12+2 via normal advancement; the Expert and Master Edges may raise it to a d12+4.
• Bestial: Noodnics are sentient animals, and as such cannot speak humanoid languages, although they can understand them (Hindrance).
• Low Light Vision: Noodnics eyes are particularly acute in the dark tunnels of their home. They ignore attack penalties for Dim or Dark lighting.
• Tiny: Noodnics are extremely small, typically about 2` tall, and so must subtract -2 Toughness (Hindrance)
• Weak: Noodnic’s Strength attribute requires two points per step to raise during character generation and the character must dedicate two Advances to raising the attribute during game play.
• Keen Senses: Noodnics all have the Alertness edge, gaining add 2 to all Notice rolls.
• Tunnel Dweller: Noodnics start with 1d6 in Climbing and Stealth
OGRONS
Distantly related to Dwarves and Kloons, Ogrons are huge, blue-skinned barbarians. Physically, they are intimidating, sporting tribal tatoos and exotic hairstyles, and are formidable warriors - they can be found serving as mercenaries across magnamund, where their ferocity and size is an obvious advangtage. However, Ogrons are a deeply spiritual people, who worship powerful ancestral spirits tied to their lands. They, like the other Drodarin race, share a hatred of the Cenerese race, who almost succeeded at wiping out the Drodarin race altogether.
Ogron characters gain the following abilities:
• Strong:Ogrons start with a Strength attribute of d8 instead of a d4, and may raise it up to d12+2 with normal advancements; the Expert and Master advantages may raise it to a d12+4.
• Large: Ogrons are huge, standing around 9 feet tall on average, and gain a +2 bonus to their Toughness.
• Oxygenated Blood: Owing to their unusual purple blood, Ogrons gain one Fatigue level every 15 minutes underwater; on reaching Incapacitated, they must make Vigour roll every minute or drown. Once back in air, lost Fatigue is recovered a one level per 15 minutes.
• Barbaric: Ogrons appear brutish, barbaric and primitive to mostly everyone, so all Ogrons have the Outsider hindrance. This doesnt count when intimidating an opponent (Hindrance).
• Dim Witted: Ogrons are not particularly scholarly or intelligent. Their Smarts attribute requires two points per step to raise during character generation and the character must dedicate two Advances to raising the attribute during game play (Hindrance).
• Alcoholic Weakness: Ogrons suffer -4 to all Vigour rolls to resist the effects of alcohol (Hindrance).
PATAR
The Patar are a human-like Drodarin race, who were partly responsible for creating the deadly Cenerese plague that wiped out the Drodarin people, thousands of years ago. Since then, they have vowed to live lives devoted to healing and curing diseases. In northern Magnamund, they are more commonly known as Redeemers, silent monks wearing black robes and wooden fish symbols.
All Patar have the following abilities:
• Vow (Major): Patar are utterly committed to their role as Redeemers. As such, they will always aid those in need, unless they are allied with evil, and maintain vows of silence and pacifism at all times (Hindrance).
• Natural Healer: All Patar gain the Healer edge
• Healing Arts: Patar start with Healing and Knowledge (Medicine) at d6
SZALLS
Szalls are a weak and cowardly type of Giak, that escaped into the wastelands of northern magnamund, where they have since settled as farmers and fishermen. Physically, they appear similar to Giaks, but have lost many of that species abilities - unlike the giak spawn, they are also able to mate, which over the generations, has weakened their original Giak frames, and mentality
Szall characters gain the following abilities:
• Agile: Szalls start with d6 Agility, rather than d4.
• Infravision: Szalls can see in the infrared spectrum, halving all darkness penalties (round down) for attacking heat-producing foes.
• Small: Szalls must deduct 1 Toughness due to their small size (Hindrance).
• Disease Resistant: Szalls may add 2 to all Vigour rolls to resist the effects of disease.
ARCANE BACKGROUND (KAI DISCIPLINES)
Arcane Skill: Special (No roll required)
Starting Power Points: 10
Camouflage (5)
You may blend in to your surroundings. You gain +2 steps to Stealth (or you gain it at d4) and may look and sound like a native- The target will believe you are a native of an area unless they make a Notice roll at -2 to detect something is wrong. Additionally, Camouflage can be used to locate a safe shelter, be it an abandoned cave or building. This requires a successful Spirit roll. On a success you will be drawn to the source of safety. On a raise, you gain a sense of what the shelter is and the exact distance and direction.