Male Human (Astoran) Knight | Parry 7, Toughness 9 | 1 Wounds | 2 Bennies
Kearan shakes his helmeted head, and lifts the visor in order to speak up. "No. Our duty is to help. We should press on." After a moment he looks to Ordric. "Milord?"
You move on, cautiously working your way through the town. It's eerie, as you don't see any sign of life, excepting for a few dogs and rats that have abandoned their homes among humans and are scavenging in the streets. They flee when approached.
You find where the 'thing' went easily enough. The town center has a fountain that trickled water at all times. Engraved with images of Gwynevere, the princess of sunlight, the white marble fountain is a beautiful centerpiece of the town. At the moment, no water pours from the beautiful goddess' carafe. A spire of crystal skewers the center of the fountain statue, ruining her curvaceous form.
The ground under the northeast quarter of the fountain has sunk, partially collapsing the fountain walls. The marble has slumped to either side of a sinkhole in the dirt, forming a white stone archway that reveals a doorway-like entrance into a subterranean cavern.
Underground, it's immediately evident that this is no natural cavern. What looks like a long-abandoned structure seems to exist barely a dozen feet underneath the town.
Anyone can make a common knowledge roll at -4, or without penalty if they have history as a knowledge
Success:
You recognize the stonework to be old, very old. It depicts ancient dragons with stone scales doing battle with numerous knights and even normal men.
Raise:
You recognize this as the beginning of the age of fire, and get the feeling that this structure was constructed around that time.
Annalise runs a hand against the cavern wall as they move underground. Her pertenatural senses are in no way effected by this new environment and she breathes in sharply at the touch.
"This place is old" she stammers "far older than the town and these lands even..."
Mercanian - I'm confused. When you said that your "Carim guests" "ran afoul of it not too long ago", it sounded like they were all killed. So I assumed that the lady in white was on a separate pilgrimage.
So, is she one of the Carim pilgrims, or not? Thanks!
Common Knowledge:1d4 - 2 - 4 ⇒ (4) - 2 - 4 = -21d6 - 2 - 4 ⇒ (6) - 2 - 4 = 0 What two aces!? Ace:1d4 ⇒ 3 Ace:1d6 ⇒ 6 I've tried to post this three times and it keeps giving me the goblins and server image, so hopefully this makes it through.
Drystan holds a torch in his left hand. He doesn’t touch the cavern’s wall. ”So somebody built a town on top of this? Maybe or maybe not knowing it was here.”
He looks out to the sky through the sinkhole. ”I’ve been in cellars before, but I hope this doesn’t go deep underground. Maybe a king is buried here? Do you know why this was made?”
Is the pipe that feeds the fountain visible in the cavern?
Ordric touches the cold stone.
"What structure a man usually builds underground? A crypt most likely. I very much doubt that anyone lived here. We should go further. And be careful not to stumble."
Drystan, your second d6 also Aced, so you get to roll it again! For being Clueless, you might even be the only one of us to get a Raise!
Ordric, since you subtracted 4 from your first roll, you don't *also* subtract it from your Ace, so your total is a 6, Success.
Your group moves carefully into the chamber, and while Annalise is examining the wall something very quiet happens.
Notice Check:
If you make the check you will hear the telltale *click* of metal tapping on stone from further down the only corridor leading out of this room. Looking to that direction you see at first only one pair of ruddy red pinpoints of light coming down the corridor before seven more appear behind it.
Eight... people spill into the room near-silently on bare feet. Their bodies withered and sallow-cheeked, they look like they've been starving and dehydrated and were barely clinging to life. Their clothes are in tatters, bearing the signs of battle or burns of spells. Of them all, they only clutch at broken farm implements or kitchen knives as weapons. Their eyes gleam with an unnatural red light.
The first one seems to set his sights on Ordric and unleashes a hellish shriek, alerting anyone who failed the above notice check that danger was upon them.
Initiative:
Initiative
The order of actions are currently:
That's Ordric (with the joker +2 bonus)
Kearan
Alder
The Hollows (8/8) Onion Knight
Drystan
Annalise
So feel free to post your actions as soon as you can, and I'll work everything together.
Previous Ace, caught by Alder:1d6 ⇒ 6 Another Ace:1d6 ⇒ 5 notice:1d4 ⇒ 41d6 ⇒ 4 Notice Ace:1d4 ⇒ 3
"That sounds like metal tapping on stone," Drystan says tilting his ear towards the corridor. He turns back then gives a yell of surprise as he sees a pair of red eyes. Since he is holding the torch with his left hand, he can’t use his bow. ”Their eyes are red?!” he says switching the torch to his right hand, ready to use it as a weapon.
I think Drystan got the raise from the previous day.
Also, I'm not doing any rolls since I don't know if Drystan will be Shaken or Wounded by the time his turn his here.
Ordric turns around to see what makes the noise, and just in time - at least he can ready his sword and shield.
The shriek happens, just as Ordric is about to ask if they need any help.
"What are they?" he asks in shock. "Are those the dead Lord Hiram warned us about?"
Male Human (Astoran) Knight | Parry 7, Toughness 9 | 1 Wounds | 2 Bennies
Notice:1d6 ⇒ 3 Wild:1d6 ⇒ 4
In the chamber, Kearan readies his sword and shield as soon as he hears the sounds. The appearance of the enemy is disturbing, no doubt, but Kearan is a well-trained knight of Astora. It takes more than sallow cheeks and hollow looks to frighten him. He steps between the creatures and Ordric, his shield raised, ready to strike if any approach with ill intent.
Agility for a Held Action:1d6 ⇒ 5 Wild:1d6 ⇒ 1
Fighting:1d8 ⇒ 4 Wild:1d6 ⇒ 6Ace:1d6 ⇒ 5Total of 11, possibly a Raise. Damage:2d8 ⇒ (8, 4) = 12Ace:1d8 ⇒ 6Total of 18. Raise Damage:1d6 ⇒ 1
Kearan, if you're taking an action (Fighting) when it's your normal time to do so, there's no need to roll for Agility. "Going on Hold" means you're waiting *past* your normal time to act, and you still only need to roll Agility if you're *interrupting* someone else's action (like deciding to shoot the NPC who just popped around a corner and is about to shoot a comrade with his crossbow).
Alder calls upon his god to destroy the undead abominations!
Miracles & Wild:1d10 ⇒ 101d10 ⇒ 71d10 ⇒ 41d6 ⇒ 2(not bothering to re-roll the 10 since it's already a Raise)
Since the TN is 4 as for missile weapons, three bolts of lightning fly from his fingers, striking their targets :
Male Human (Astoran) Knight | Parry 7, Toughness 9 | 1 Wounds | 2 Bennies
I'm aware--Kearan is waiting until the creatures make a move, since we don't know what these are. They do look like villagers, albeit strange ones, so he isn't about to start cutting them down without good reason, as I'm also guessing our characters don't know what Hollows are from what we've heard so far and the description of them.
Annalise hears the sound of a fight breaking out but is still unsure of the degree danger so she opts to conjure a flame in her open hand to aid her companions in the dark of the cave.
Alder, I'm not sure if you needed to roll three times for miracles to activate bolt... but then again my book is buried under a pile of other things and I can't check atm so I'm going to let it go as it lays! And yeah, this is literally going to be the first time hollows have been discovered.
Kearan impales the first hollow-faced villager to charge at the group almost on accident as she throws herself at him, watching with some horror as blood spurts from her once-beautiful body. The lance skewers her through the chest and heart hard enough that the lance is almost halfway through her, and yet she doesn't die immediately. She lasts long enough after to reach out with a withered hand, her fingertips touching the protective armor of your gauntlet before she slumps lifelessly.
Aaand dead. (for now)
Alder's bolts of holy light blast out, hitting one of the attackers and dropping them where he stood, while one seemed to be badly burned by the light. The last, unfortunately, seemed hardly inconvenienced.
First one's dead, second one's shaken, and the third didn't even get shaken.
The once-dead mob rushes forward with absolutely no concern for or even awareness of their safety.
The group manages to defend against the group, though 2 of them managed to slip past Kearan and Ordric. Drystan manages to draw them away from Annalise, though his armor gets scraped up in the process.
The onion knight steps forward, swinging her weapon.
Fighting:1d10 ⇒ 4 wild:1d6 ⇒ 5
damage str:1d12 ⇒ 3 damage zweihander:1d10 ⇒ 1
The close quarters and large weapon made the attack not very effective at all.
[ooc]Drystan, then everyone else gets to go again![/dice]
Mercanian, for future reference (copy-and-pasted from the manual) : "the character rolls a Spellcasting die for each bolt and compares each to the Target Number separately". That way there's a trade-off for being able to cast 3 bolts simultaneously - there's a bigger chance of one of the Spellcasting die being a 1, resulting in Backlash.
Male Human (Astoran) Knight | Parry 7, Toughness 9 | 1 Wounds | 2 Bennies
Kearan starts as the first villager dies on his sword, and he quickly shoves the body off of the blade with his shield. What manner of dark magic is this? He has little time to wonder, though, as the creatures seem set on injuring the party. With a glance at Ordric, Kearan turns and strikes at the nearest foe, his sword coming around in a mighty arc.
Annalise feels the mob pressing in around her and she withdraws to the protective presence of her companions. She pushes the lingering flame in her hand outward, willing it to pass into the spirit of Kearan and invigorate him.
I'm getting kind of confused about what round we're in - Mercanian, are you aware that initiative order gets generated *every round* in SW?
Calling this "round 2"...
Alder again calls on his god to smite his enemies!
Of the remaining people attacking you, only one serves as a threat, clipping Alder and Drystan but not doing enough to cause them harm. Alder's response is more than capable of knocking one enemy off balance, and blasting two enemies down entirely. Sorry for being so slow... :/
Annalise hides in the midst of the others in the group. Clutching her mind she racks her mind, hoping to maybe think of something that may help in this situation.
Defending myself this turn, focusing on maybe knowing something helpful
Seeing how effective the knight is fighting their enemies, Drystan confirms being defensive is the proper course of action. He’ll distract and let the knight and the count do the killing. ”Awwwwgh!” he screams as he thrusts the torch to keep the enemies at bay.
Male Human (Astoran) Knight | Parry 7, Toughness 9 | 1 Wounds | 2 Bennies
Crap, my apologies. With being busy and all the board troubles I must have missed this entirely.
Kearan continues to slash about with his sword, thankful that he's fully armored as always--what chance might the common folk have against creatures such as these?
A bit more frantic combat ensues, but the withered undead are no match for the defensive formation and martial skills of the party. Fight's over, assuming you will be able to finish them off. Everyone gains 1 xp.
The bodies lay strewn across the floor, but you're still a bit in shock over what just happened.
Notice Check:
You can see that your wounds you inflicted, while they may have drawn blood, did not draw nearly as much as it should have from their bodies.
Notice raise:
You see that these people were very much dead, yet even now as you stare at them, the wounds you inflicted are very slowly knitting themselves closed. You would estimate that they will be fully recovered within 6-12 hours at best.
"We better hurry." the Knight of Catarina says, her voice coming out of her helmet sounding tinny and a little ragged. "There are people we need to rescue."
Continuing down the hallway, the walls are carved with murals repeating the scene from the prior room. They seem to indicate a massive battle with thousands of humanoid forms among giants as they battle dragons. Bolts of lightning carve off chunks of stone from the dragon's hides.
You find signs of travel through the room, dusty footprints and several drag marks, as if quite a few people had been brought down there. Following them proves to be no trouble, and you find yourselves arriving at a large set of iron double-doors that are surprisingly shut.
notice check -2:
Through the door you hear the sounds of a woman sobbing, and a man shouting angrily while something metal clanks into the stone at a regular tempo.
Notice -2 Raise:
You can hear the man's voice distinctly. "What do you think you're bloody doing! Leave the maiden alone. Take me instead! Gods, I swear to you I will crush you!"
The metal sound seems to be an weapon of some sort that is being rhythmically tapped against the ground."
Male Human (Astoran) Knight | Parry 7, Toughness 9 | 1 Wounds | 2 Bennies
First Notice:1d6 ⇒ 2 Wild:1d6 ⇒ 5
Kearan breathes heavy for but a moment as the fight finishes, and then wipes his blade clean on a rag before sheathing it. What madness is this? Dark sorcery of some kind, I'd wager. Behind his steel helmet he scowls at the corpses, but he makes no outward motion of distaste or distress--merely nodding and keeping side-by-side with the Onion Knight.
At the doors, the Astoran knight gives pause. He glances to Ordric, wondering if the lord has any inclinations, and draws his sword in case combat lies ahead.
"Do you hear that? Behind the doors a woman is crying, and a man is shouting. There's also a metal-on-metal clanking at a regular beat. What on earth is going on in there?"
Male Human (Astoran) Knight | Parry 7, Toughness 9 | 1 Wounds | 2 Bennies
At Alder's words, Kearan steps forward and shoves open the doors with all his might. He may have a duty to his lord, but even more than that, a knight must act with honor and protect those who can't protect themselves. If a woman may be in trouble, he must do all he can to help.
Kearan throws the door open. His great strength pushes the iron doors open despite their loud, groaning protests. As the door opens a pulsing, pale blue light pours into the hallway, drowning out the yellow flames of the torches. At the sound of the door opening, the sobbing and shouting both stop.
Within is a large chapel-like chamber, sixty feet deep from the door and thirty wide (about 15 on each side upon entering). the room is bisected by a red carpet that rolls from the door you opened straight through. On either side of the carpet are several stone pews, many of them crumbling or overturned. A grand chandelier of tarnished gold and melted wax candles lies in the center of the room, the chain slack.
Several smaller chandeliers provide the light to the room, but at second glance you see that they aren't chandeliers, but rather, hanging cages with bodies stuffed inside them. Bodies that are a pallid blue color, and seem to be bristling with glowing shards of crystal growing out of their flesh. The shards gleam with a brilliant blue light.
Several more villagers and a few of the soldiers from the keep are here, their still-clothed bodies sitting askew in the pews.
You find yourselves being drawn into the room despite any sense of self-preservation. As you do so, you feel a shiver run down your spine as something entirely unnatural shudders through you. Something writhes within you, a feeling that is old, and familiar, yet something you've never felt before.
Vigor check, please.
As the last of you walks into the chamber, the doors swing shut behind you.
The room rumbles, and the chain to the chandelier's chain slowly loses slack, tightening until it starts to drag the chandelier into the air again. As it does so, it rocks, crushing several pews and sending bodies flying.
Behind the chandelier is a peculiar sight. A stone altar is flanked on either side by two figures. One is a man in dark black molded plate armor, who is slumped to the ground leaning against the altar. His armor and flesh are rent by numerous wounds. He's been injured so bad that he should be unconscious, but has stayed awake by force of will. He won't be able to help in the coming fight.
The other is a human-like figure, easily eight feet tall. Dressed in heavy robes interwoven with links of armor, it wears a strange, six-eyed helm, and carries a large golden trident in two armored mitts. It turns to view the group, and raises its trident.
A brilliant beam of blue-white light shoots out from the trident and impacts the knight of Catarina, sending her crashing backwards to slam into the stone wall. She slumps to the ground, a rattle escaping from her lungs.
Male Human (Astoran) Knight | Parry 7, Toughness 9 | 1 Wounds | 2 Bennies
Vigor:1d8 ⇒ 7 Wild:1d6 ⇒ 3
Kearan steps into the chamber after throwing open the doors, sword drawn in one hand, shield raised in the other. He quickly surveys the room, and his eyes settle on the tall, armored figure with the trident. The knight starts to hold, and even try to call out, but then the light flashes and the Catarinan is flung into the wall. Even as she crumples, Kearan dashes forward, bringing his sword to bear against this new threat. Did someone say first boss fight? Also, if the room is a full sixty feet long and the figure is at the other end, I'm assuming I need to Run to get into melee. I'm taking that into account with a Multi-Action Penalty, but if it isn't necessary, then add 2 to my Fighting result.
Running:1d6 ⇒ 2Hopefully enough to get me there.
When Kearan closes with the armored figure, he swings his blade in while retaining his shield's defensive poise. Best not to strike too wildly before knowing your foe's skill, and this being is clearly more than a mere warrior.
Fighting:1d8 ⇒ 2 Wild:1d6 ⇒ 4 Spending a Benny. We can do better. Fighting:1d8 ⇒ 4 Wild:1d6 ⇒ 5Bah, I guess it's better. Damage:2d8 ⇒ (4, 6) = 10
Yes. This is a boss fight. I was going to do a fog wall, but that won't come into play until after you're hollowed. Also, Kearan you get a +2 to all actions you take, which includes your running, attack and damage rolls. (Then again, maybe I'm wrong? I've made lots of mistakes before.)
In the room Annalise ducks away and covers her face as she feels the blue energy makes its way through the room. Ducking behind her companions, she scurries to the side of the Catarina knight and prepares her Pyromancy.
Male Human (Astoran) Knight | Parry 7, Toughness 9 | 1 Wounds | 2 Bennies
The +2 from Joker applies to Trait rolls--alas, Running falls outside of that, since it's neither an Attribute nor a Skill. The +2 to Fighting counteracts the -2 penalty for taking multiple actions, in this case running and attacking. I did forget the +2 to Damage, though, so my total for that should be 12 rather than 10.
Kearan, with a Pace of 6 and a Run of 2, that 8", or 16 yards, or 48 feet, so you're not there yet.
Alder stands agape at the scene, until the flash of light from the figure's trident strikes a comrade, then he takes action, calling on his god to smite his enemy!
Male Human (Astoran) Knight | Parry 7, Toughness 9 | 1 Wounds | 2 Bennies
Not there assuming we were in fact at opposite ends of the room, with sixty feet between us--somewhat doubtful given the description. If the room is sixty feet long, and we were already inside, and the creature is at an altar--which may not be all the way at the end of the room--then there's likely less than sixty feet between us. Plus the enemy stepped forward to do its lightning attack, and Kearan was likely the furthest into the room of our party, since he shoved open the doors and came in ready for a fight. All in all I'm guessing I reached it, it was just a question of if I needed to run or not.
Standing before the doors, hearing that scream, Drystan partially thinks that opening the doors will be a mistake. As the blue light bleeds from the widening gap, Drystan tells himself never to arm wrestle Kearan. Seeing that the blue light gives enough light to see by, Drystan drops his torch and pulls out his bow. He thinks it will be needed much more than a redundant torch.
Vigor check:1d8 ⇒ 71d6 ⇒ 3
Success!
Drystan plucks an arrow from his quiver and fires at the robed figure. He’s not aiming for any particular body part at this point. He simply wants to know if arrows will hurt this being.
The blue light seems painfully bright for just a moment, but you adjust to it quickly enough. Something feels... different inside you. Wrong, even.
All resisted, no immediate effects.
The trident-wielding foe's blast is met with a flurry of divine bolts, though not nearly damaging enough to cause it to miss Kearan and Ordric's charge. Though they were able to get up to the large man, the channeler was able to deflect Kearan's attack. Ordric's sword sinks into the creature's thick robes, but not nearly deep enough to cause it any harm, from what you can tell.
Even though multiple attackers effectively allowed Ordric's attack to hit, it wasn't enough to get past his toughness+armor.
The Channeler attempts to skewer Kearan with his huge trident, since he came close first.
Trident:1d8 ⇒ 4;Wild:1d6 ⇒ 1 As a boss, he's automatically a wild card and can also spend bennies. Spending one now. Trident:1d8 ⇒ 3;Wild:1d6 ⇒ 6 Wild Ace:1d6 ⇒ 3
His trident is surprisingly swift and sure, slamming into Kearan's armored body.
Weapon:1d8 ⇒ 8Strength:1d12 ⇒ 2 Weapon ace:1d8 ⇒ 3 That's over your toughness so shaken and a wound unless you want to spend a bennie to soak.
Drystan's arrow goes wide, but Annalise casts warmth upon the Catarina knight. She is rewarded with the sudden sound of her taking a ragged, rattling breath.
Drystan definitely misses, and Annalise is healing your knight ally.
card draw:
Ordric, Count Ethelred (9 C)
Kearan the Short (3 H)
Alder Claybourne (5 D)
Drystan Kressothe (6 H)
Annalise of Astora (6 C)
The Channeler (J C)
Initiative:
The Channeler, Ordric, Drystan, Annalise, Alder, Kearan.
The Channeler follows up its jab at Kearan by raising the trident and slamming the butt spike into the ground. A brilliant ball of blue light appears on the center point. The beam of light blasts out faster than the eye can track, striking the one who actually managed to injure it so far. Targeting Alder Sorcery:1d12 ⇒ 8;Wild:1d6 ⇒ 3
damage:2d8 ⇒ (8, 5) = 13 damage ace:1d8 ⇒ 7 Okay that's... 20 damage. Alder would take shaken and 3 wounds from that. Recommend spending bennies there! :)
The ray of sorcerous magic drills into him, spraying refracted mini-beams of light out from where it hit the cleric.
Okay, everyone is up! If you wanted to soak, please put that in the beginning of your post!
Male Human (Astoran) Knight | Parry 7, Toughness 9 | 1 Wounds | 2 Bennies
Soak the first hit? Pssh. This is Dark Souls. That's just the cost of aggressive playstyles. Speaking of...
Kearan gasps as the trident spears through his armor. It's only mail, but against lesser foes, even that much can fend off a thrust. Against this monstrosity... The knight can only fight through the pain as the weapon draws back out, and he sets his feet. So be it.
Spirit to Unshake:1d6 - 1 ⇒ (5) - 1 = 4 Wild:1d6 - 1 ⇒ (6) - 1 = 5Success, no need to roll the Ace.
Kearan raises his shield for a moment, but upon seeing the enemy gathering energy, he swings it about to gain momentum. Just after the bolt of lightning surges from the trident to strike Alder, Kearan comes in with his own mighty attack, a heavy slash that disregards defense in favor of putting all his strength into the blow! (Using the Wild Attack option to gain +2 to Fighting and Damage at the cost of -2 Parry. Combined with the Gang Up bonus from fighting alongside Ordric and my Wound, I'm rolling with a net +2 modifier to my Fighting, and my Parry drops to 5 until my next action.)
Fighting:1d8 + 2 ⇒ (3) + 2 = 5That is incredibly sad. At risk of great harm to myself, I'm going to spend another Benny. Wild:1d6 + 2 ⇒ (1) + 2 = 3
I'm looking to see how much interest there would be in joining me for a Dark Souls game using the Savage Worlds system. The setting rules are on this page, but most of it won't be necessary right off the bat as I've intended on easing people into the specific mechanics of the Dark Souls side of things.
I'm looking to see if there are at least 4 people who would be willing to try out the conversion with me. If the game happens, I'm going to be setting it in the first age of fire and in the kingdom of Astora, where the characters start off as ordinary humans. Everyone would be making novice characters, please read the above material for any specifics before asking questions... However, if you have questions, please ask!
... I guess that's it for now. Hope to see some responses!
Preferably, I'd like to see at least one of the arcane backgrounds and a knightly type since Astora is known for the quality of its knights. Everything is open, however.
I will be playing a fire keeper using a bonfire sword and pyromancy, with the bonfire sword acting as my catalyst. I can get more into it, I GM a DS game for Pathfinder so I'm fairly confident in my ability to get something together.
I will be playing a fire keeper using a bonfire sword and pyromancy, with the bonfire sword acting as my catalyst. I can get more into it, I GM a DS game for Pathfinder so I'm fairly confident in my ability to get something together.
I don't have any info on playing a fire keeper yet, so would you be willing to work with me on setting it up? I didnt realize people would want to play one out the bat. Actually, would you be willing to start without being a firekeeper yet, since I'm starting everyone as a normal human? You can do pyromancy just fine and I can have something for being a firekeeper by the time the game gets going. I think at the moment I consider fire-keeping as a part of being an undead, and where I'm starting people undead are just barely a thing yet. (First age of fire)
Xunal wrote:
I play Pathfinder lots, but Savage Worlds does look interesting.
I have the rules at home, but haven't had a chance to play it yet.
I wouldn't mind giving it a go, if the GM has patience and a good sense of humour.
Yes, I wouldn't mind working with players new to the system! That's partially why I'm asking people to start with regular characters; less system bloat to take in at the start!
I also have a sense of humor. Whether or not it's good... Who knows? No joke characters is where I set my foot down, but lighthearted is just fine. (I.E. I won't accept a guy named 'GiantDad', but a duelist with a Zweihander and an ego with a normal name? Sure.)
I generally am interested in any game played in SW (I know it well, having played and GM'd many games in it, albeit all PbP), altho I've never played Dark Souls. Having read the conversion sheet, I'd be interested in playing an AB/Miracles character, with a few questions :
How would Healing work, given that I and/or the target of my Healing might be "alive" (Humanity) or undead?
Are there any restrictions to Powers that an AB/Miracles PC can select?
What kind of "vow" would an AB/Miracles PC have?
Would you be using Power Points, or No Power Points?
So I'm a huge fan of the souls series, but I've never played savage worlds. It's one of those games that's been at the top of my list to play, I've just never had the chance. Is there a rules srd or something similar that can be found online?
How would Healing work, given that I and/or the target of my Healing might be "alive" (Humanity) or undead?
Miracles will heal humans or undead the same way; that's part of what makes them miraculous.
ZenFox42 wrote:
Are there any restrictions to Powers that an AB/Miracles PC can select?
I haven't built the comprehensive powers list for each AB (That's next on my list after the firekeeper thing). But, as a baseline, miracles tend to be healing/status removal, but there are some attack type spells as well (Lightning spear being the primary example). Basically, a miracle spell is actually a small snippet of a 'tale of the gods', that by reciting the scripture you can evoke a specific effect.
ZenFox42 wrote:
What kind of "vow" would an AB/Miracles PC have?
That's right, I need to add more context. AB:Miracles characters would be vowed to serve 'The Way of the White', a religion that's quite prevalent in Astora. It's a church run by Saint Lloyd, who was one fo the first people to understand the tales of the gods and bring miracles to man.
Way of the white clerics are there to ease the suffering of the living and they officiate marriages, handle funerals, and later on in the game will be partially responsible for keeping control on the rising 'undead' problem.
ZenFox42 wrote:
Would you be using Power Points, or No Power Points?
We will be using standard power points. (No, I'm not going to use any powers from the Superpowers companion, btw)
ZenFox42 wrote:
Thanks!
You're welcome!
NarcoticSqurl wrote:
So I'm a huge fan of the souls series, but I've never played savage worlds. It's one of those games that's been at the top of my list to play, I've just never had the chance. Is there a rules srd or something similar that can be found online?
Here's the Test Drive PDF, which contains the entire rules system so you can grok the mechanics and stuff.
Count me in! Depending on the available Powers list, I *might* want to switch to AB/Magic, but I'll stick with Miracles for the moment...
Oh, one other question, I guess - will we be starting as just-made (0 XP) characters?
Indeed. You will be making Novice starting characters.
If you want, tell me about what kind of powers you WANT to take, and I can offer suggestions on what trappings to select to make them fit in the lore of the world. If it just won't work for some reason, we can figure things out. ;)
(The only power off the top of my head that would be completely denied is the Zombie power...)
Madcaster wrote:
I'm interested. A knight or a mercenary, maybe with just a bit of magic (or not).
Works just fine for me! Thankfully none of the AB's are affected by equipment, so you can be a sorcery-slinging knight if you want.
OH! That brings up something I need to make clear. I will be insisting we keep track of our encumbrance! Weight is critically important in both Dark Souls and Savage Worlds, so that's something I can't overlook.
Yes, I wouldn't mind working with players new to the system! That's partially why I'm asking people to start with regular characters; less system bloat to take in at the start!
I also have a sense of humour. Whether or not it's good... Who knows? No joke characters is where I set my foot down, but lighthearted is just fine. (I.E. I won't accept a guy named 'GiantDad', but a duellist with a Zweihander and an ego with a normal name? Sure.)
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Cool! Hope it does go forward, then.
I shan't use a name like Silius Sorus or Nautius Maximus or Bigus (you-know-who) :D
I'm a life-time Monty Python fan, obviously.
I'll look through the SW rules, and your link, and see if I can get any ideas.
I also have the Savage Worlds module installed on Hero Lab, so that will help in the number crunching bits.
Yes, I wouldn't mind working with players new to the system! That's partially why I'm asking people to start with regular characters; less system bloat to take in at the start!
I also have a sense of humour. Whether or not it's good... Who knows? No joke characters is where I set my foot down, but lighthearted is just fine. (I.E. I won't accept a guy named 'GiantDad', but a duellist with a Zweihander and an ego with a normal name? Sure.)
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Cool! Hope it does go forward, then.
I shan't use a name like Silius Sorus or Nautius Maximus or Bigus (you-know-who) :D
I'm a life-time Monty Python fan, obviously.
I'll look through the SW rules, and your link, and see if I can get any ideas.
I also have the Savage Worlds module installed on Hero Lab, so that will help in the number crunching bits.
Savage worlds is really easy to work with, so even if you're in just the trial mode, you can build a character and jot down its stats in like 5 minutes.
I don't have any info on playing a fire keeper yet, so would you be willing to work with me on setting it up? I didnt realize people would want to play one out the bat. Actually, would you be willing to start without being a firekeeper yet, since I'm starting everyone as a normal human? You can do pyromancy just fine and I can have something for being a firekeeper by the time the game gets going. I think at the moment I consider fire-keeping as a part of being an undead, and where I'm starting people undead are just barely a thing yet. (First age of fire)
I don't think that's the case. Shanalotte was definitely human (-ish) and the description of the Fire Keeper soul from the first game doesn't imply anything about the person being undead, only that they are tied intrinsically to humanity. Speaking of, during the first age of fire there would still be a need for firekeepers to keep the fires lit.
So, yeah, I'd like to start as a firekeeper if it's all the same, but if that's a deal breaker I guess I'll figure something out.
Quote: I don't have any info on playing a fire keeper yet, so would you be willing to work with me on setting it up? I didnt realize people would want to play one out the bat. Actually, would you be willing to start without being a firekeeper yet, since I'm starting everyone as a normal human? You can do pyromancy just fine and I can have something for being a firekeeper by the time the game gets going. I think at the moment I consider fire-keeping as a part of being an undead, and where I'm starting people undead are just barely a thing yet. (First age of fire) I don't think that's the case. Shanalotte was definitely human (-ish) and the description of the Fire Keeper soul from the first game doesn't imply anything about the person being undead, only that they are tied intrinsically to humanity. Speaking of, during the first age of fire there would still be a need for firekeepers to keep the fires lit. So, yeah, I'd like to start as a firekeeper if it's all the same, but if that's a deal breaker I guess I'll figure something out.
Thats a good point. I think we can make it work. What would you want the background to do, exactly?
Quote: I don't have any info on playing a fire keeper yet, so would you be willing to work with me on setting it up? I didnt realize people would want to play one out the bat. Actually, would you be willing to start without being a firekeeper yet, since I'm starting everyone as a normal human? You can do pyromancy just fine and I can have something for being a firekeeper by the time the game gets going. I think at the moment I consider fire-keeping as a part of being an undead, and where I'm starting people undead are just barely a thing yet. (First age of fire) I don't think that's the case. Shanalotte was definitely human (-ish) and the description of the Fire Keeper soul from the first game doesn't imply anything about the person being undead, only that they are tied intrinsically to humanity. Speaking of, during the first age of fire there would still be a need for firekeepers to keep the fires lit. So, yeah, I'd like to start as a firekeeper if it's all the same, but if that's a deal breaker I guess I'll figure something out.
Thats a good point. I think we can make it work. What would you want the background to do, exactly?
Im thinking a background edge, btw.
This is the ability I wrote for Pathfinder:
Firekeeper:
We are born into Dark, and warmed by Fire, but this Fire we cannot touch. Those whose fascination with Fire persists, learn to hold it in their own hand.
You belong to the ancient order of Firekeepers, powerful witches whose souls are bound directly to the Fire. This connections is manifested in part by a special weapon that you carry with you at all times. With practice you can even use this weapon to further fuel pyromancies you cast.
You begin play with a bonfire sword. While wielding your bonfire sword you are particularly adept at casting pyromancies, so they function at +1 caster level when you cast them, and their save DCs gain a +1 bonus. You are considered proficient with the bonfire sword as a weapon.
So a minor boost to pyromancy use thanks to the sword (I hope everyone knows when I refer to the bonfire sword, I'm referencing the twisted iron sword that sticks out of a bonfire, not the huge greatsword out of DS 3) and then the sword itself.
EDIT: actually, checking my records you played a firekeeper in one of my games. Huh, small world.
Well, I think taking it as a background edge will allow this:
Fire Keeper (Background)
You start with a coiled sword (Regular longsword stat-wise). Using the coiled sword as an implement grants +1 on pyromancy activation checks. You also can 'tend' to a bonfire by putting your coiled sword in the bonfire. While doing so, the bonfire provides Estus to undead and grants improved healing to normal mortals (+1 to vigor checks to heal). Additionally, as an added benefit, the bonfire won't ever 'go out' even if there's no new fuel added.
Well, i think taking it as a background edge will allow this:
You start with a coiled sword. +1 on pyromancy activation checks. You also can can 'tend' to a bonfire by putting your coiled sword in it.
Just for the record, it looks like the setting document you linked to in OP also includes a Fire Keeper Veteran edge. I think it's fine to have one as a background and another as a veteran edge, but that'd be up to you I suppose.
Well, i think taking it as a background edge will allow this:
You start with a coiled sword. +1 on pyromancy activation checks. You also can can 'tend' to a bonfire by putting your coiled sword in it.
Just for the record, it looks like the setting document you linked to in OP also includes a Fire Keeper Veteran edge. I think it's fine to have one as a background and another as a veteran edge, but that'd be up to you I suppose.
Sorry I was editing the prior post. Yeah, I'm actually going to include a Veteran Edge that will do something more advanced than just the basics I included in the prior post.
Well, i think taking it as a background edge will allow this:
You start with a coiled sword. +1 on pyromancy activation checks. You also can can 'tend' to a bonfire by putting your coiled sword in it.
Just for the record, it looks like the setting document you linked to in OP also includes a Fire Keeper Veteran edge. I think it's fine to have one as a background and another as a veteran edge, but that'd be up to you I suppose.
Sorry I was editing the prior post. Yeah, I'm actually going to include a Veteran Edge that will do something more advanced than just the basics I included in the prior post.
Got it,
So I'm doing some outlining.
Human will grant me one free edge for Arcane Background. After that, I'm considering taking Blind as a hindrance, which will give me two more edges (one for Firekeeper, then one unclaimed). I'll also probably pick up two minor ones also.
How much freedom do we have with making stuff? I wanted to mitigate some of the penalties of being blind with magic. Perhaps something like toph in the last airbender, but with fire?
I haven't thought that much about it... But it's surprising how many blind creatures there are in DS... and how do they see after all?
I haven't figured it out yet, but if you want to do something other than blind, and just flavor yourself as being so, that works. Mainly, because any way to get around the blind hindrance would cost an edge anyways, as far as mechanics are concerned.
Sure, but technically Blind gives two edges, so I'd still come out with one edge. I'll continue looking at my options. What are we allowed to use for sources? There's some other supplements outside of the core book that add edges that I could use to mitigate things.
Ok, that works. The fantasy companion has the familiar edge that I can use. There's also This supplement, but it's 3pp I believe. However, the heightened senses edges are pretty much what I'd need to run a blind character without having to worry about walking off cliffs
Actually, a character with blind treats Improved Heightened Senses as a novice edge.
The end result is that I'll be mostly blind - I won't be able to read or see color, etc. - but I also won't be walking into tables and I can still smack folks with my sword every once and a while.
Actually, a character with blind treats Improved Heightened Senses as a novice edge.
The end result is that I'll be mostly blind - I won't be able to read or see color, etc. - but I also won't be walking into tables and I can still smack folks with my sword every once and a while.
I’ve played in one Savage Worlds game on these boards. I don’t have any knowledge about Dark Souls and only done a cursory search about the setting. Other than the link above, is there any other site you’d recommend for setting information?
I have a question about armor. What the price and weight of a chain hauberk and leather armor will be if I want to divide them by piece? Like a plate armor - torso, arms and legs. Just divide the price and weight by 3 and round up?
I have several questions about the setting, since I've never played Dark Souls :
Is the only available race Human?
What's the tech level - medieval, modern, futuristic?
What skills would you recommend as important, besides Fighting/Shooting, and Notice? Any important Knowledge skills specific to this setting?
How would the Holy Warrior Edge work in this setting, as I assume the PC's will be turning into undead at some point? If I were undead, would it repulse Humans?
I'm already working on a PC, I'll present it once I have answers to the above. Thanks!
I’ve played in one Savage Worlds game on these boards. I don’t have any knowledge about Dark Souls and only done a cursory search about the setting. Other than the link above, is there any other site you’d recommend for setting information?
I don't have a single web-site, so to speak, but if you want to get into an interesting look at the lore of the games, I suggest looking up Vaatividya on youtube (check link). He has a series going over the lore of each of the Dark Souls game (only DS1 is needed if you want to make it quick) that's very insightful and in-depth. I am going to be basing some of my lore 'decisions' off of his videos, since Dark Souls is known for leaving some bits of lore nebulous.
Madcaster wrote:
I have a question about armor. What the price and weight of a chain hauberk and leather armor will be if I want to divide them by piece? Like a plate armor - torso, arms and legs. Just divide the price and weight by 3 and round up?
Yeah that works for me. Body slots are Head, Torso, Arms, and Legs, so anything that would normally be multiple pieces should just be divided up as evenly as possible. Round up.
ZenFox42 wrote:
I have several questions about the setting, since I've never played Dark Souls :
Is the only available race Human?
What's the tech level - medieval, modern, futuristic?
What skills would you recommend as important, besides Fighting/Shooting, and Notice? Any important Knowledge skills specific to this setting?
How would the Holy Warrior Edge work in this setting, as I assume the PC's will be turning into undead at some point? If I were undead, would it repulse Humans?
I'm already working on a PC, I'll present it once I have answers to the above. Thanks!
Good questions!
Darks souls is medeval fantasy. Humans are the only playable race (at the moment. There are giants and stuff but I haven't converted them yet/so rare that 1 is a big deal).
Skills! Each caster type (Pyromancy, Sorcery, and Miracles) needs a skill for 'casting' their spells. This will help determine when they get a raise on their magic, etc.
They are Faith (Miracles), Spellcasting (Sorcery), and Flame control (Pyromancy).
Repair may be quite helpful, since combat with bigger than life monsters can be hard on your equipment and they will break without regular maintenance. Having some skill at stealth can open doors for characters. Knowledges can be useful, but depend on the subject. (History can yield important stories for later on in the game). Healing is great for the living... not so much for undead.
Holy Warrior will work as intended. As with healing miracles, the state of Undead is very much different from how Pathfinder interprets it. The ability of Holy Warrior would work on completely hollow undead, but non-evil, non-hollow undead (including yourself) would just be treated as a normal character.
If you go hollow, your Holy Warrior edge changes to unholy warrior, and it works on the living/undead instead of Hollows!
Xunal wrote:
GM Mercanian:
What would be a good start for building a sorcerous type?
Typical stats and that sort of thing.
I've got the Savage World Deluxe Edition at home, as well as SW on HL, if that helps.
I should be okay for figuring out what to do if I've got a starting point.
Having a high smarts and spirit is a must for sorcery characters. The extra Power Points Edge is fantastic to give you more spells cast before resting. The aforementioned Spellcasting skill is also needed to cast spells at all. Then, when you've figured out what powers you want to start with, post them up here and we can work on texturing them to fit the world.
What would be a good start for building a sorcerous type?
Typical stats and that sort of thing.
I've got the Savage World Deluxe Edition at home, as well as SW on HL, if that helps.
I should be okay for figuring out what to do if I've got a starting point.
Having a high smarts and spirit is a must for sorcery characters. The extra Power Points Edge is fantastic to give you more spells cast before resting. The aforementioned Spellcasting skill is also needed to cast spells at all. Then, when you've figured out what powers you want to start with, post them up here and we can work on texturing them to fit the world.
Edges: Brawny - Your bruiser is very large or perhaps just very fit. His bulk resists damage better than most and adds +1 to his Toughness. In addition, the character can carry more than most proportional to his Strength. He can carry 8 times his Strength in pounds without penalty instead of the usual 5 times his Strength.
Noble - Those born of noble blood have many perks in life, but often have just as many responsibilities. Nobles have high status in their societies, are entitled to special treatment from their foes, gain +2 Charisma, and also have the Rich Edge. This gives the hero several Edges for the price of one, but the responsibilities more than offset the additional perks. Nobles often have troops under their control, as well as land, a family home, and other assets. All of this must be determined by the GM, and balanced by the grave responsibilities the character faces.
As an example, a character in a fantasy campaign might have a company of swordsmen, a small keep, and even a magical sword he inherited from his father. But he also has an entire region to manage, criminals to judge, justice to mete out, and a jealous neighbor who covets his lands and constantly plots against him at court
Hindrances: Code of Honor (Major) - Honor is very important to your character. He keeps his word, won’t abuse or kill prisoners, and generally tries to operate within his world’s particular notion of proper gentlemanly or ladylike behavior
Vengeful (minor) - Your character always attempts to right a wrong he feels was done to him. If this is a Minor Hindrance, he usually seeks vengeance legally. The type and immediacy of his vengeance varies by character, of course. Some plot and scheme for months to extract what they see as justice. Others demand immediate results.
If this is a Major Hindrance, your character will kill to rectify his perceived injustice.
Loyal (Minor) - Your character may not be a hero, but he’d give his life for his friends. This character can never leave a man behind if there’s any chance at all he could help.
Load: 87
Free (-0): 0-48, Light (-1): 49-96, Medium (-2): 97-144, Heavy (-3): 145-192
I'm a little bit over my finances with the gear, but Ordric is Count, so I think that's fine, no? ;) I also assume that some mundane items like clothes, some food, torches, stuff like this he can procure easily enough.
Also, about the Noble edge. Will it be relevant in your game?
Madcaster, you might want to up your Strength and/or lighten up on the equipment. A -1 to every Agility, Strength, Fighting, Shooting, Stealth, Riding, Climbing, etal. roll is a *big* deal in SW, unlike in Pathfinder/D&D. A -1 to a d6 roll drops your chances of success from 75% down to 55%, and a -1 to a d8 roll drops your chances from 81% down to 67%!
Mercanian - so, how common are evil, completely Hollow undead in this world? :) Or would Holy Warrior work on *any* completely Hollow undead (and if so, how common are they)?
Also, since this is the world we grew up in, will there be many Fear tests, or are we all just used to it?
Ok, how many powers does pyromancy start with? You're also missing Warmth
Okay you start with 3 powers, and I was trying to figure out warmth but there isn't any 'heal over time' effects among the powers that I could see, so I'll probably have to custom make it.
Madcaster wrote:
So, the crunch so far looks like this:
** spoiler omitted **...
I'm a little bit over my finances with the gear, but Ordric is Count, so I think that's fine, no? ;) I also assume that some mundane items like clothes, some food, torches, stuff like this he can procure easily enough.
Also, about the Noble edge. Will it be relevant in your game?
What about riding, swimming or climbing?
Okay. So in Astora, where you will all be starting, Noble will be very relevant, since that means you're going to be of top pedigree and likely be wearing the Elite Knight set (Just cosmetic plate mail, really.) I do agree with ZenFox42's assessment about weight, however. You might be better served by having a lighter set of gear until you get a few advances to increase your strength another step.
Riding is not going to be very important once you are undead, but swimming and climbing might actually be useful. I keep thinking of how many obstacles in those games would be circumvented if someone could actually just climb over the gorramn boulder in the way! (I'm looking at you, DS2...)
ZenFox42 wrote:
Mercanian - so, how common are evil, completely Hollow undead in this world? :) Or would Holy Warrior work on *any* completely Hollow undead (and if so, how common are they)?
Also, since this is the world we grew up in, will there be many Fear tests, or are we all just used to it?
Okay, Holy Warrior will work on ANY completely hollow undead. But to clarify, right now the first age of fire hasn't started to decline, so the Darksign is only now just starting to appear on people.
Don't fret too much though, as since there is a God of the Dead (Gravelord Nito) other types of dead exist, like ghosts and skeletons which DO threaten civilized lands. And demons of all shapes and sizes are more common in this age than any other. So Holy Warrior would be a thing. (Also works on them, of course)
Plate armor is ridiculously heavy in this game. Brawny plus Strength d12 is the only way to wear it, kite shield and long sword without an encumbrance penalty.
To raise strength to d12 from d6 will take three ranks (since you can raise an attribute only once per rank). That's 12 advances. From d8 to d12 two ranks. That's 6 advances. I don't know how much is this, since I haven't played any other SW game but it's still over the top, in my opinion. Strength d12 is like, the best in the world, yes?
Now, with chainmail it becomes just Strength d8 and Brawny, barely. For comfortable margin you still need d10 strength - almost best in the world.
Encumbrance is fricking crazy in this game. I mean, come on, chainmail weights half the full plate? Kite shield weighs as much as chainmail? Pike as much as chainmail. Really? Really?!
I wonder, did they do any research into actual medieval armor?
I end my rant.
I'll try to think of something. Maybe change my concept from noble knight to something else.
Plate armor is ridiculously heavy in this game. Brawny plus Strength d12 is the only way to wear it, kite shield and long sword without an encumbrance penalty.
To raise strength to d12 from d6 will take three ranks (since you can raise an attribute only once per rank). That's 12 advances. From d8 to d12 two ranks. That's 6 advances. I don't know how much is this, since I haven't played any other SW game but it's still over the top, in my opinion. Strength d12 is like, the best in the world, yes?
Now, with chainmail it becomes just Strength d8 and Brawny, barely. For comfortable margin you still need d10 strength - almost best in the world.
Encumbrance is fricking crazy in this game. I mean, come on, chainmail weights half the full plate? Kite shield weighs as much as chainmail? Pike as much as chainmail. Really? Really?!
I wonder, did they do any research into actual medieval armor?
I end my rant.
I'll try to think of something. Maybe change my concept from noble knight to something else.
Thank you for pointing out a flaw in the system, that doesn't represent a part of the game. While I want encumbrance to be a thing, I don't want it to be THAT much.
Let's see... normally it's 5xstrength capacity, 8x with brawny right? Why don't you try doing the calculations with 8x strength for normal, 12x for brawny? Does that fit better but still sits in the realm of possibility?
Also, once you're undead, you don't have the limitations of d12 in a stat. You can continue to increase it to d12+1, +2, etc.
Well, every system has its flaws. The advantages of SW, as far as I've seen, is that creating a PC is really fast, even if creating an experienced character. Still shudder when remember how I created 9th level gish for a DnD game - it was awful.
Your fix will actually work really well. With d6 a brawny warrior will be able to wear chainmail, full helmet, kite shield and a sword. And with d8 a full plate. It also gives a little bump to those without Brawny - which is nice, with those weight numbers.
By the way, ratio of x7/x11 is closer to x5/x8 than x8/x12. It doesn't look as nice though. :)
Mercanian - thanks for all the info (and raising the Encumbrance levels!), but what about the commonness of Fear rolls?
Sorry! that request got lost in my brain while I was doing the calculations for weight.
Fear will happen occasionally, but I will only make you roll those tests if you encounter something particularly horrifying (I.E. the first time you encounter a demon, particular boss-type monsters, or if they have a magical fear-inducing effect). Otherwise, I assume your character is somewhat mentally prepared for stuff to go down. I mean, dragons, drakes, giants, and giant rats are a thing that happen.