SAVAGE FREE BESTIARY - SW:EX edition

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Is Lord Lance a good guy?

Of course he is!
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You can bet!
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Men, I'll offer him a beer if we'll meet one day!
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Lord Lance
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#21 Postby Lord Lance » Sat Apr 17, 2010 2:57 am

Bill wrote:Cave Locust Toughness is off (should be 6 (1)) and the Giant Centipede toughness should be 10 (2).

Good. Nice catches!
I'm revising all the stuff continously, trying to adapt and balance the creatures, so you could find some creature not completed, or with missing infos. Please, keep an eye for it and tell me if you find something weird.

PS: If someone could give me a better/revised "flavour text" for "Animal, Ancient" template, I would be grateful. As you know, my English language knowledge is "d4".
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#22 Postby Lord Lance » Tue Apr 20, 2010 7:57 am

Can anyone revise my spelling underlined in yellow in the "Hawks > Go for the Eyes!" paragraph?
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#23 Postby TeknoMerk » Tue Apr 20, 2010 12:17 pm

Lord Lance wrote:Can anyone revise my spelling underlined in yellow in the "Hawks > Go for the Eyes!" paragraph?


Your spelling is correct. I would break up the last sentence so it does not seem to run-on. For clarity, it may be better to remove some contractions. I would remove or re-write the text in green italic, as it is confusing.

from this:
If the character suffers an Injury from this damage, they’ve lost an eye. Anyone attacking the hawk while it’s attached, in melee or at distance, is subject to Innocent Bystanders rule (SW:EX pg. 69), so if he gets a 1 on the Fighting roll, he hit the hawk's victim!

to this:
If the character suffers an Injury from this damage, they have lost an eye. Anyone attacking the hawk while the hawk is attached, in melee or at distance, is subject to Innocent Bystanders rule (SW:EX pg. 69). If he gets a 1 on the Fighting roll, he hit the hawk's victim!

This project is coming along nicely! Keep up the great work.
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#24 Postby Lord Lance » Thu Apr 22, 2010 9:41 am

Thank you TeknoMerk!

I almost finished the "K" chapter... Now you have KILLERS to play with!

PS: can you check for me the small yellow highlighted added part in Killer Mold?
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#25 Postby elf23 » Fri Apr 23, 2010 1:49 am

It sounds a bit better with a slight re-arrangement, thus:

A hero approaching a Killer Mold must make a Notice roll to spot the Mold in time to avoid the nasty consequences of stepping into it. The Notice roll is modified by lighting conditions and other cirucmstances, as usual.

ps. Kobolds, yay! I found it very inspiring reading that entry :) (The dart damage is still Str + 1, old style, btw.)

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#26 Postby elf23 » Tue May 25, 2010 3:56 pm

Lord Lance, i just had a read through the elementals, and noticed a few minor things:
  • The fire elemental Body of fire ability mentioned hexes, should say squares.
  • In Firestorm it says "the elementals makes", should say "the elemental makes".
  • Strike: "A fire elementals hand to hand attack" - needs an apostrophe: "elemental's".
  • The water elemental's Invulnerability mentions fire elementals.
  • In the Tidal wave ability it mentions Str-2 damage, i'm not sure, but that looks like an old style damage rating?

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#27 Postby Lord Lance » Wed May 26, 2010 2:51 am

elf23 wrote:ps. Kobolds, yay! I found it very inspiring reading that entry :) (The dart damage is still Str + 1, old style, btw.)

I'm making a "revised" edition of an "old" free bestiary, of course created with the old rules. So I'm fixing the entries, modifying some entries following my personal taste (where I see "weird" abilities I try to "savage" them more, where I find too high or too low values I try to polish a little)

Of course I need a lot of time, 'cause I want this a "work done with love" ;)
And people like you that catch some glitches are priced gold!
Thanks in advance to everyone helping me in this project.
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#28 Postby elf23 » Thu May 27, 2010 9:21 am

Ah right, do you mean that what's in the google doc also includes some "unconverted" entries which you're in the process of working on?

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#29 Postby Lord Lance » Thu May 27, 2010 10:59 am

Correct, ser!

I try to fix ASAP the beasts, but sometime I skip foward 'cause I wanna fix other things first, so I end with some (rare) old style parts here and there.

PS: I fixed what you spotted. Keep the good proofreader work!
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#30 Postby elf23 » Thu May 27, 2010 2:48 pm

Gotcha :)

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#31 Postby Zenguy » Wed Jun 02, 2010 10:58 pm

Just stumbled upon this - excellent! :cool:

Thanks LL, :arrow:
keep up the good work.

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#32 Postby Lord Lance » Sun Jul 18, 2010 8:11 am

Hi Savages. Please, take 1 minute to read the part I wrote under the "generic" Demon description (as ever, yellow highlighted). I need a "english language check".
You can do the check even for the "Demon" special ability (no highlight there).

Thanks in advance.
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#33 Postby Zenguy » Sun Jul 18, 2010 6:54 pm

My $0.02:

1. I think it reads better if you drop that section (yellow highlighted) entirely, except for notes 3. and 4. below.

2. The +4 damage from holy/blessed weapons belongs in the description for the Demon special ability includes with each creature (rather than separated out up front).

3. Add something like: In some settings a special ritual or item may be used to destroy or exorcise a demon. The ritual or item is determined on a case by case basis."

4. Keep the "Final note". Suggested revision to wording: "Final note: the Demon special ability described here is different from the one given in the Fantasy Companion. Use the version which best fits your setting."

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#34 Postby Lord Lance » Mon Jul 19, 2010 6:14 am

Ok, I did some modifications, incorporating part of your 2 cents.
Thanks for your time, and keep watching my work in progress!
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#35 Postby Snate56 » Mon Sep 20, 2010 4:46 am

Well, m'Lord, how goes the project?

:-D
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#36 Postby jpneok » Tue Sep 21, 2010 4:56 pm

This is great stuff, I didn't even know all this was here, as I just got into SW - great system and apparently great fan support. I come from WFRP2E myself and lean more to rules-lite now and am working on a full conversion for that system to SW (I know there is an existing smaller document and maybe another being worked on) but I don't know, are there existing fantasy/medieval settings for SW? I'm really, really new to SW. I love fan-supported and shared stuff!

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#37 Postby Emiricol » Tue Sep 21, 2010 5:18 pm

Hellfrost and Shaintar

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#38 Postby Lord Lance » Wed Sep 22, 2010 12:46 am

Snate56 wrote:Well, m'Lord, how goes the project?

:-D
SteveN

As you can see (document link is a "live" link of my progress), the work is going - slowly - on.
Real life can be a very time consuming bitch! :mrgreen:
However I'm putting a lot of effort in the updating project. All the creatures are passing under my personal magnifying lens: I adjust the values, I rationalize the special abilities (we don't need lot of different versions of Swoops, Charges etc. with different ruling...), and so on.

x jpneok: You can seach for TAG's "Daring Tales of Chivalry" too: wonderful really low fantasy, high medieval adventures. They are fantastic starting point for WFRP low fantasy campaign. In the 2nd one you can also find useful rules to play a medieval joust. In the 3rd you find some faes.
If you need pumped-up action fantasy, then you really need Shaintar.
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#39 Postby jpneok » Wed Sep 22, 2010 5:32 am

Wow, thanks for the info Lord Lance, those look interesting. =) And others for the info on the other settings.

Also as an aside, I don't mean to hijack the thread, but something I've been wondering, as I'm doing my conversion, in Warhammer, there are bonuses to stats and skills, when translating over to SW, is +1 more significant or "potent" as a +1 on a single die roll (like +1 to your roll) or as an increase on the die itself? I have a hard time figuring out which ups the probability more, having a static increase of a bonus to a roll, or having the actual number of sides increase. Thanks!

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#40 Postby Snate56 » Wed Sep 22, 2010 11:18 am

One thing off the top of my head, the increase in die type would be better because it decreases the chance of rolling a one, and thus failing.


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