Summon Weapons

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Zadmar
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#21 Postby Zadmar » Sun Sep 09, 2012 2:14 pm

If you don't want a duration (and don't want it vanishing when the wielder gets hurt or shaken) then I'd suggest sticking with an Edge rather than making it a Power.

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#22 Postby Locotomo » Sun Sep 09, 2012 2:26 pm

You are right !
I'll stick to my modified version of ValhallaGH's idea :)

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#23 Postby farik » Sun Sep 09, 2012 3:17 pm

Locotomo wrote:I actually wanted to get rid of the duration restriction at all :)

I mean, whats the point when the power is weaker than carrying the
real weapon around?


That's fine but you need to balance it out. There needs to be some downside otherwise the power becomes so attractive people feel stupid for not taking it. If you don't want to use power points I'd say go back to the earlier suggestions of just modifying the Martial Arts Edge.

I think ValhallaGH's idea is good but I think the damage seems a bit high. Assuming the higher damage was to offset the additional limitations surrounding manifesting the blade but rather than straight damage I'd probably go with Str+d6 and AP2.

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#24 Postby JackMann » Sun Sep 09, 2012 3:47 pm

Yeah, I'd go with Val's idea.

I agree with Farik that the starting damage is a little high. I'd start it off with str+d6, since an initial soulblade is equivalent to a shortsword. Make a series of edges to improve it. Improved first to get it up to d8+str, and then a TWF version, a two-handed version... Give players the option to customize it. It'll cost them advances, but it could definitely be worth it to have a weapon that can never be taken away from you.

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#25 Postby Locotomo » Sun Sep 09, 2012 4:44 pm

The initial soulknife is not equivalent to a shortsword.
The character can choose between 2 light weapons (1d6 damage each), a one hand weapon (1d8 damage) or a two hand weapon (2d6 damage).

When the character goes up in levels the blade becomes more and more powerful.

I probably have to stick with pathfinder or the hexblade from D&D 4e.

Somehow it seems, it will not work out for me with Savage Worlds.

The plan was that I convert an adventure path from pathfinder to savage worlds.
One of my players loves the soulknife class and the pathfinder system.
I don't like the pathfinder system but I like D&D 4e and Savage Worlds :)
I love the powers in 4e but I also love how fast and deadly savage worlds is!
There is another thread here in this forum where somebody wrote a conversion for Elder Scrolls, but even there he forgot or didn't bother about all the weapon summoning.

Anyway, I'd like to thank everybody for their efforts to find a solution :)

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#26 Postby ValhallaGH » Sun Sep 09, 2012 5:35 pm

Locotomo wrote:I just realised that we have to change the requirements a little bit :

If you want to. I intentionally left the AB out of the base version, because a Soul Blade has psionic talent but isn't the greatest psychic. He's very specialized, instead. I put the AB into the Improved version because I wanted the character to have had to develop that talent, getting broader skilled with it before he could unlock full mastery of his Soul Blade.

Oh, and Spirit d8+, Fighting d8+ is not an "everyone can take this" edge. Spirit d8+ is a serious requirement, especially combined with a non-associated skill, and encouraging a Strength d8+ (for full damage from the blade).
With only 5 Ability points, 15 skill points, and 4 hindrance points? That should be plenty restrictive without making it the only thing the character can do.
"Got a problem? I've got the solution: Rocket Launcher."
"Not against a Servitor."
"... We're all gonna die."

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#27 Postby farik » Sun Sep 09, 2012 5:50 pm

Locotomo wrote:The initial soulknife is not equivalent to a shortsword.
The character can choose between 2 light weapons (1d6 damage each), a one hand weapon (1d8 damage) or a two hand weapon (2d6 damage).

When the character goes up in levels the blade becomes more and more powerful.

I probably have to stick with pathfinder or the hexblade from D&D 4e.

Somehow it seems, it will not work out for me with Savage Worlds.

The plan was that I convert an adventure path from pathfinder to savage worlds.
One of my players loves the soulknife class and the pathfinder system.
I don't like the pathfinder system but I like D&D 4e and Savage Worlds :)
I love the powers in 4e but I also love how fast and deadly savage worlds is!
There is another thread here in this forum where somebody wrote a conversion for Elder Scrolls, but even there he forgot or didn't bother about all the weapon summoning.

Anyway, I'd like to thank everybody for their efforts to find a solution :)


As I mentioned earlier it's important when converting things to savage worlds that you convert the setting not the rules. Savage worlds doesn't have the same scaling that occurs in Pathfinder or 4e in fact I would argue that Mechanical difference is what sets Savage Worlds apart from them.

In simpler terms if your trying to convert every bonus; it generally isn't going to work.

Locotomo
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#28 Postby Locotomo » Mon Sep 10, 2012 4:05 am

After a good nights sleep I thought about it and I give it another go.
I'll stick with ValhallaGH's suggestion without toning down the damage !

Farik you are right , I should free my mind of other rule sets ^^

Now I have to convert the Ninja and the Witch :)

ValhallaGH
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#29 Postby ValhallaGH » Mon Sep 10, 2012 10:44 am

Locotomo wrote:Now I have to convert the Ninja and the Witch :)

Ninja - Acrobat, Thief, and Assassin professional edges cover the agile, stealthy, professional murder aspects. I don't remember if the Pathfinder Ninja gets the spiffy ki powers that the D&D Ninja had, but if so then an Arcane Background would be appropriate - I'd probably use Magic with the powers smite, darksight, and wall walker, but later powers would include invisibility and intangibility.

Witch - Arcane Background (Magic) for the base, probably including the power boost / lower trait. The rest of the class is once / per day spell-like abilities, which could be easily simulated by taking new powers and careful use of the Wizard edge - simply rename it Patron's Favor and the flavor text talks about how the witch channels her patron's power more smoothly and efficiently.
"Got a problem? I've got the solution: Rocket Launcher."
"Not against a Servitor."
"... We're all gonna die."

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#30 Postby Locotomo » Mon Sep 10, 2012 1:27 pm

Since we startet the adventure path already i gave the characters 5 xp.

The ninja got: Assassin, AB(ninja-magic) with darkness trappings, martial artist and a modified version of adept (spellcasting/ninja weaving instead of faith).
powers : darksight, bolt (supernatural shurikens), speed and blind.


the witch : familiar (raven), AB Magic with necro trappings, attractive and very attractive.
powers: shapechange, fear, healing and entangle(the hair extends...).


I might add that in this campaign all characters are evil :)
(Way of the Wicked)

Locotomo
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#31 Postby Locotomo » Mon Sep 10, 2012 1:33 pm

nearly forgot the soul blade :)

Soulblade, AB Psionics, Power Points, Strength+1
Powers: Boost/Lower Trait, Deflection, Armor and Smite.

ValhallaGH
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#32 Postby ValhallaGH » Mon Sep 10, 2012 2:45 pm

Why are you handing out four (4) starting powers? I ask because undeclared house rules make me nervous, and the core rules give 3 or less starting powers to an Arcane Background.



Other important question: Everyone still having fun?
"Got a problem? I've got the solution: Rocket Launcher."
"Not against a Servitor."
"... We're all gonna die."

Locotomo
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#33 Postby Locotomo » Tue Sep 11, 2012 12:12 am

In the adventure they got a new power from their new unholy master
for free :)

(I thought I could give it to them because you can learn spells from scrolls for free anyway and it would be unfair not to give the soulblade and the ninja one as well)


We didn't have a chance to meet and play yet but so far the players seem content with the conversions :)

One of my players was a bit unhappy because I tend to switch RPG systems like underpans and she wants to stay with a character for a while, bond with it and play on an epic scale :)

(Suzerain I'm coming^^)

Gammon23
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#34 Postby Gammon23 » Thu Sep 13, 2012 11:17 am

Another idea for a ninjas character is to look at the Iron Dynasty setting. It has edges based around fighting in the shadows, which goes with the ninjas idea.


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