alexandro
Kainskind
- Registriert
- 13. Juli 2006
- Beiträge
- 1.533
Hallo zusammen.
Bastle gerade an meiner Coversion von Hollow Earth Expedition auf Savage Worlds (nicht sehr schwierig, da HEX sehr ähnliche Regelkonzepte hat, auch wenn diese IMO etwas wischiwaschi umgesetzt wurden).
Bei den Advantages sieht es so aus, dass ein Großteil von diesen schon:
a) bereits einem Edge in SW entsprechen oder
b) gar kein Edge benötigen, weil man die "Besonderheit" dieses Edges bereits ein stinknormales Manöver bei SW ist
Trotzdem habe ich ein paar gefunden, mit denen man einige nette Sachen anstellen kann und mal versucht diese zu konvertieren. Daher ohne weitere Vorrede:
[Background] Jump
Prerequisite: Novice, Agility d6
The character can jump 1” from a dead stop and 3” with a “run and go”. He gains a +2 modifier to Strength checks to increase this distance.
[Combat] Bold Attack
Prerequisite: Veteran, Spirit d8, Taunt d6
The character gains a bonus to all his Fighting rolls against Extras equal to his Charisma modifier. He loses this bonus if he is Shaken.
[Combat] Bold Defense
Prerequisite: Veteran, Spirit d8, Intimidation d6
The character gains a bonus to his Parry for all attacks by Extras equal to his Charisma modifier. He loses this bonus if he is Shaken.
[Combat] Captivate
Prerequisite: Novice, Agility d8, Persuasion d6
The Character may use Persuasion to make Tests of Will in Combat (his opponents resist with Spirit) against members of the opposite sex up to 5" away only. He may use his Charisma bonus on those tests.
[Combat] Improved Captivate
Prerequisite: Veteran, Captivate
As above, but the character may enthrall all members of the opposite sex within 5" that fit into a cone template (they all have to make Spirit rolls against the characters Persuasion roll)
[Combat] Guardian
Prerequisite: Novice, Agility d6, Vigor d6, Notice d8
Once per turn character may (by shouting warnings, pulling people out of the way etc.) grant an +1 Parry bonus to one other character within 5” of his position. He may only use this edge, if he has not yet moved this turn. This doesn’t cost him his action if he is on hold and hasn’t yet acted this turn.
[Combat] Improved Guardian
Prerequisite: Seasoned, Guardian
As above, but the bonus increases to +2 and the range to 10”.
[Combat] Staggering Blow
Prerequisite: Seasoned, Strength d8, Fighting d8
An unarmed hit of the character (this does not apply when he uses multiple actions or when he attacks multiple opponents in the same action, as with Frenzy or Sweep) sends his opponent flying back 1d4” for each raise.
[Combat] Improved Staggering Blow
Prerequisite: Veteran, Strength d10, Fighting d10, Staggering Blow
As above, but he may apply this edge even when making multiple actions or when he attacks multiple opponents in the same action as (i.e. Frenzy or Sweep)
[Social] Dashing Devil
Prerequisite: Novice, Spirit d8, Taunt d10
The Charisma bonus of the character applies as a penalty to all rolls of NPCs to resist the taunts of this character (this does include Tests of Will).
[Social] Fearsome
Prerequisite: Novice, Spirit d8, Intimidation d10
The Charisma penalty of the character applies as a penalty to all rolls of NPCs to resist the intimidation of this character (this does not include Tests of Will).
Bastle gerade an meiner Coversion von Hollow Earth Expedition auf Savage Worlds (nicht sehr schwierig, da HEX sehr ähnliche Regelkonzepte hat, auch wenn diese IMO etwas wischiwaschi umgesetzt wurden).
Bei den Advantages sieht es so aus, dass ein Großteil von diesen schon:
a) bereits einem Edge in SW entsprechen oder
b) gar kein Edge benötigen, weil man die "Besonderheit" dieses Edges bereits ein stinknormales Manöver bei SW ist
Trotzdem habe ich ein paar gefunden, mit denen man einige nette Sachen anstellen kann und mal versucht diese zu konvertieren. Daher ohne weitere Vorrede:
[Background] Jump
Prerequisite: Novice, Agility d6
The character can jump 1” from a dead stop and 3” with a “run and go”. He gains a +2 modifier to Strength checks to increase this distance.
[Combat] Bold Attack
Prerequisite: Veteran, Spirit d8, Taunt d6
The character gains a bonus to all his Fighting rolls against Extras equal to his Charisma modifier. He loses this bonus if he is Shaken.
[Combat] Bold Defense
Prerequisite: Veteran, Spirit d8, Intimidation d6
The character gains a bonus to his Parry for all attacks by Extras equal to his Charisma modifier. He loses this bonus if he is Shaken.
[Combat] Captivate
Prerequisite: Novice, Agility d8, Persuasion d6
The Character may use Persuasion to make Tests of Will in Combat (his opponents resist with Spirit) against members of the opposite sex up to 5" away only. He may use his Charisma bonus on those tests.
[Combat] Improved Captivate
Prerequisite: Veteran, Captivate
As above, but the character may enthrall all members of the opposite sex within 5" that fit into a cone template (they all have to make Spirit rolls against the characters Persuasion roll)
[Combat] Guardian
Prerequisite: Novice, Agility d6, Vigor d6, Notice d8
Once per turn character may (by shouting warnings, pulling people out of the way etc.) grant an +1 Parry bonus to one other character within 5” of his position. He may only use this edge, if he has not yet moved this turn. This doesn’t cost him his action if he is on hold and hasn’t yet acted this turn.
[Combat] Improved Guardian
Prerequisite: Seasoned, Guardian
As above, but the bonus increases to +2 and the range to 10”.
[Combat] Staggering Blow
Prerequisite: Seasoned, Strength d8, Fighting d8
An unarmed hit of the character (this does not apply when he uses multiple actions or when he attacks multiple opponents in the same action, as with Frenzy or Sweep) sends his opponent flying back 1d4” for each raise.
[Combat] Improved Staggering Blow
Prerequisite: Veteran, Strength d10, Fighting d10, Staggering Blow
As above, but he may apply this edge even when making multiple actions or when he attacks multiple opponents in the same action as (i.e. Frenzy or Sweep)
[Social] Dashing Devil
Prerequisite: Novice, Spirit d8, Taunt d10
The Charisma bonus of the character applies as a penalty to all rolls of NPCs to resist the taunts of this character (this does include Tests of Will).
[Social] Fearsome
Prerequisite: Novice, Spirit d8, Intimidation d10
The Charisma penalty of the character applies as a penalty to all rolls of NPCs to resist the intimidation of this character (this does not include Tests of Will).