Children of the Night
Base Rules
General Rules Changes:
Many of the rules below follow Ravenloft Savage Worlds Fan-Made rules. The rules, taken together with Savage Worlds Deluxe, comprise the base rules. Unless otherwise noted, edges, hindrances, spells, and other abilities from other Savage Worlds systems are not available in this campaign. |
Multiple skill rolls on the same target receive at least a cumulative -1 modifier for each attempt in certain circumstances (including Heal spells). (Repair, Lockpicking, re-trying Stealth in essentially same circumstances, Survival to track the same tracks in the same circumstances, etc.) Characters may not be able to retry skills in certain circumstances, such as Lockpicking. This is meant to reflect general practice of giving additional rolls when new questions are asked successively or other characters aid a second try. For more details on the use of Guts vs. Monster Lore, or Persuasion, or other examples, see Example Rolls.
Magical effects that cause opponents to be Shaken now cause the Dazed effect. Characters under the Dazed effect who roll a success to not be Shaken lose their action. Characters under the Dazed effect who roll a raise to not be Shaken retain their action. This rule only effects magical effects – not mundane Tests of Will, Combat Tricks, or other effects that cause the Shaken condition.
Spell Disruption
Spellcasters (clerics, wizards, psionics, alchemists, and weird scientists) who are wounded must roll a spellcasting roll (as normal) to retain focus with an equivalent negative to the wounds. A spellcaster who suffers 1 Wound suffers a -1 spellcasting roll or loses all spells currently maintained with focus. This is a more lenient version of the Savage Worlds rules which stipulate that casters must roll their spellcasting die vs. the damage dealt as the target number, not the damage that bypasses Toughness or armor.
Size modifiers
Every 2 point difference equals a +1/-1 modifier. That is the larger creature suffers a -1 to hit and the smaller creature gains a +1 to hit.
Creature Resistance and Immunity: see here – Monster Lore Accumulated
Magic item availability
Storytellers are encouraged to confer if there are questions. In general, each city has a listed Base Value of magic items available in cost. This being a low magic setting, that is halved (as per the rules suggested in Pathfinder). Items equal to or less than that value (halved) have a 50% chance of being present in the city. Some cities have slightly increased populations or expert populations increasing the chance for certain kinds of items. Storytellers may add or subtract 10% or even 20% to those odds. Anything in excess of that, or anything that fails the initial roll may still be available somewhere in the city. Cities have listed a certain number of magic items (minor, moderate, major) which equate to this setting's minor, lesser, greater. Setting books have that information. Storytellers are encouraged to reach out for this kind of information. Finally, if an item is not available, with time and money and contacts almost anything is possible. Players and storytellers are encouraged to think about the effects of substantial favors, money, and time as well as alternate trade contacts such as a black market tie that would allow characters to sell magic items and order specific kinds of magic items at a premium cost.
God is Cruel
Fate is not a kind mistress in Ravenloft. Player characters cannot spend Bennies to reroll critical failures (i.e., a roll of “snake eyes”).
Fate is Fickle
Additionally, all Wild Card Edges gain their benefit whenever any other player draws a Joker for initiative (not just the character who drew the Joker). This can be used a maximum of once per combat or scene. The player may choose not to use the ability. If he or she does this, the player must wait until the next Joker is drawn before receiving the benefits.
Gritty Damage
Storytellers have decided not to play with this rule, but they may still have players roll vs. Vigor to resist Injury if a Called Shot to a limb was made, or under special circumstances such as falling great distance (30+ feet) or encountering traps designed to maim or brutally injure.
Multiple Languages
Many languages are spoken across the Land of Mists. Characters start play knowing a single language (their native language) + can speak or write 1/2 their Smarts die in languages. So a character with a D6 in Smarts might begin play with Andoran reading and writing (native), as well as speaking (not writing) Ustalav, Taldane, and Dwarven. Characters may learn an additional complete language (reading and writing) for every rank they possess of the Knowledge (Languages) skill. So a character with Smarts D6 and Knowledge (Languages) d6 knows their native language, +2 speaks OR writes 3 additional languages, and knows how to speak AND write two more in addition. The Linguist Edge can allow a character to learn even more languages (essentially doubling the starting languages for Smarts as well as allowing the character to pick up additional languages he/she is immersed in).
Languages found in Ustalav are: Taldan as the most common used in trade and court, Varisian as the close second with Sczarni dialect coming from the Sczarni inhabitants, Dwarven, Kyonin, and Hallit. After those main languages, other languages are rarely found, but include Orc, Kelish, Osiriani, Polyglot, Shoanti, Skald, Tien, and Vudrani. Lastly, in particularly rare circumstances one may have need of various dead languages (Thassilonian and Azlanti most common) as well as languages found in the Darklands. Thassilonian is the language of alchemy and arcane writing, and the language used by the Runelords which ruled thousands of years ago before the Starfall, while Azlanti is an ancient found in some old ruins and writings.
Realm of Terror
Ravenloft is a realm whose very nature is inextricably tied to fear and horror. The oppressive weight of terror can drive even strong men mad. Some places are more terrifying than others. Any place designated a “Sinkhole of Evil” applies its rating as a penalty to Fear checks. This penalty is cumulative with the penalty some monsters inflict for being particularly scary, and it adds to a character’s rolls on the Fright Table! Additionally, the “Mark of Fear” entry on the Fright Table is instead replaced by Dementia: 19-20 Dementia- The hero is Shaken as his mind reels from the abject horror— and breaks! Roll on the Dementia Table to determine a permanent condition that will be suffered by the character from now on. Add any modifiers the character would have suffered on the initial Fear check as well.
Magic Items House Rules
Magical weapons, with any level of magic, are considered magic for the purposes of creatures that require magic to be wounded, unless the creature description specifically says the creature is "only wounded by magical powers." In light of this, ghost touch weapons are useful for some greater and rare creatures that require incorporeal weapons to wound, not just magic. This may occur with creatures only partially in the material plane. Magic items that have more than one enchantment cast on them increase the value or cost of each enchantment in this way: +1500 for the second enchantment, +3000 for the third enchantment, and +6000 for the fourth enchantment. Only true artifacts of power have five enchantments, and these items must be found. They can not be purchased. Such items may have five enchantments, and the fifth enchantment costs an additional 12000 gold!
NO Adventure Deck
Bennies & Experience:
Player who arrive on time will receive 1 extra benny. In addition, players can expect more bennies that we may normally be used to per session. As per suggestions in the Core rules, players will receive bennies for roleplaying a Hindrance in a way that emphasizes its negative consequences. In addition, players may receive bennies for advancing personal plots or goals, or achieving milestones in the story through creative or innovative means. Players can expect 2-4 experience per session, with an additional point available as a roleplaying award (voted on). This is slightly less than is normative for the group. Finally, as usual, players will receive 1 point of experience for session write-ups. They are encouraged to write them from personal perspective as a letter, a journal entry, as academic notes, or whatever might suite the character.
Character Creation:
Players receive 1 point of experience for posting a character to the website (statistics, including items and encumbrance). Players receive 1 point of experience for posting a picture for their character(s). Players receive 1 point for writing a paragraph on each of these: personal history, current activities/habits, future goals/desires/fears. Alternately, players may write a 1 page background that embeds and communicates these things. After the first story, players may also receive 1 point of experience for a miniature that reflects their character, as well as 1 point of experience for a painted miniature (3 color minimum). I can help with this for anyone interested. Players may choose to receive a free advance in September INSTEAD of all five experience. This free advance does not count toward the Novice advances.
This campaign does not use the Ravenloft character creation rule of 1 free advance.
Races:
Elves may opt to take Supernatural Weakness (Cold Iron) rather than the Vulnerability hindrance listed in SW Ravenloft, or they may take Vulnerability but only suffer +1 damage against iron and steel weapons.
New Skills:
Knowledge – Alchemy: see Alchemy, the arcane background, though this skill may be taken separately Guts: a separate skill Repair: As Ravenloft SW. Socialize: As Ravenloft SW. Survival: As Ravenloft SW. Versatility: purchasing the first die of a skill does not cost a full advance. As Ravenloft SW. |
New Hindrances:
Bad Dreams (major) Treat as per Deadlands Player’s Guide. Devout (minor) Your character is a devout follower of a spiritual path, a religion, or a god. The character must perform semi-regular, small acts in worship and refrain from any major or mortal sins pertaining to that deity. Disowned (minor) Your hero did something shameful or scandalous in the past, bringing shame or embarrassment on your family. As a result, you have been disowned. Your family refuses to acknowledge you, and your hero’s starting Reputation is modified by –1. Liar’s Eyes (minor) Treat as per Deadlands Player’s Guide. Orders (minor) Although your character is part of a Ripper team, he must also answer to his superiors. These leaders can be military commanders, civilian administrators, religious functionaries, or some other group, but your character is legally or ethically bound to obey them. Since this is a Hindrance, you should expect your orders to occasionally be nonsensical, inconvenient, or even dangerous. Outsider (minor) Otherwise this hindrance is exactly as it appears in Ravenloft SW. Slowpoke (minor) Treat as per Deadlands Player’s Guide. Supernatural Weakness (Minor) This hero has acquired a weakness to some material akin to those suffered by many of the monsters the Rippers fight. Perhaps your hero was cursed by a witch, or scratched by a monster in a previous encounter. Choose which weakness your hero has: Cold Iron, Wood, Silver, Sunlight, Salt, or Fire. You may take this Hindrance more than once, but must suffer a different weakness each time. A hero with a supernatural weakness cannot use that substance and cannot stand to touch or be touched by it. Weapons made from it inflict +4 damage on the hero. Thin-Skinned (minor) Treat as per Deadlands Player’s Guide. Yellow (Major) Wanted (minor or major) Treat as per Deadlands Player’s Guide. For wanted contracts based in other kingdoms, heroes generally should take the minor hindrance. For contracts based in Ustalev, players should take the major hindrance. It is strongly suggested players invest in Disguise or magical ways of staying hidden if they are interested in the major hindrance. |
New Edges: Players may choose from Ravenloft edges with Storyteller approval.
Combat & Background Edges Cat Eyes Requirements: Human only, Novice Dart Cloud Requirements: Seasoned, Agility d8+, Quick Draw, Throwing d8+ Fatale Requirements: Seasoned, Persuasion d8+ Ghost Sight Requirements: Novice, Spirit d6+ Innocent Requirements: Novice, Spirit d6+ Sewer Rat Improved Sewer Rat Iron Bones Requirements: Novice, Vigor d8+ Phalanx Fighter Requirements: Novice, Strength d8+, Fighting d6+ Stout-hearted Requirements: Novice, Guts d4+ It takes a special sort of person to actively hunt down creatures that would send sensible mortals running for their lives. A character with this Edge gets a +1 bonus to all Guts rolls, and a +2 modifier to rolls on the Fright Table (see page 16). A Yellow hero cannot take this edge. Weird Edges Angelic Pact Requirements: Novice, Hindrance – Devout of _______ (any religion), Smarts d8+ A hero with this Edge has contacted a friendly spirit and bargained with it to intercede in his magic. When casting a spell with a duration cost, this hero can make a Spirit roll (subtracting the base Power Point cost of the spell from the roll). On a success, the angel pays the Power Point cost to extend the spell for one round. Otherwise the spell caster must pay the cost himself. On a 1 (regardless of the result of the Wild Die), the hero suffers -1 to all Guts rolls until such time that the hero sleeps for at least 2 hours. Eureka: Requirements: Legendary, Arcane Background (Weird Science), Weird Science (D12) Effect: character may make a permanent magic item that functions from some magical or very rare, expensive resource, not power points. See Deadlands Player Companion page 90. Guts Requirements: Seasoned, Spirit d6+ Gypsy Curse Requirements: Veteran, Spirit d8, Persuasion d8, Taunt d8 This Edge is only available to full-blooded gypsies. The character can use an action to call down a curse upon a chosen enemy. The targeted creature must make a successful Spirit roll or become Dazed as if it failed a magical test of wills. Kinetic: As per Ravenloft rules Requirements: Seasoned, Arcane Background (Magic) Knowledge (Magic) d8+, Spellcasting d8+ Righteous Fury Requirements: Novice, Vow (Hunt Supernatural Creatures) or a similar vow (Vow: Barstoi Inquisitor), Strength d8+ When fighting supernatural creatures, a hero with this Edge is overcome with a zealous rage and gains a +1 to all Strength rolls. Song of St. George Requirements: Novice, Arcane Background (Cleric), Spirit d8+ The beautiful hymns and arias sung or chanted by a hero with this Edge add +1 to all die rolls made by members of the same clerical order. Two or more members of the order can sing or chant in harmony to increase the modifier to +2. Singing and performing other actions incurs the standard –2 multi-action penalty. Venom Drinker Requirements: Novice, Vigor d8+ Professional Edges Adept Requirements: Novice, Arcane Background (Magic or Psychic), Fighting d8+, Psionics or Spellcasting d8+
Arcane Chemist Requirements: Novice, Knowledge (Alchemy) d6+, Knowledge (Occult) d6+ Alchemy and distilling extracts from monsters is something of a specialty for this hero. When making extracts, an Alchemist with this Edge creates twice as many doses as usual. Armiger Requirements: Novice, Strength d6+, Vigor d6+ Chosen of St. Ezra Requirements: Novice, Arcane Background (Clerical), Spirit d8+, Knowledge (Religions) d6+, Arcane Skill Die d6+ Familiar Requirements: Novice, Arcane Background (Magic or Alchemy), Knowledge (Occult) d8+ The mage and the familiar acquire the Loyal Hindrance with regard to each other. The familiar is not a slave, however, and can refuse to follow orders, especially ones which will cause it harm. Unless ordered otherwise, the familiar follows its natural instincts. For example, a cat familiar may stop to chase a mouse, take a quick nap, or sate its curiosity about a small hole, and it’s likely to hide during combat. The strong bond allows the familiar to resist the effects of beast friend. Each Rank of the mage adds +1 to the creature’s Size for the purpose of how many Power Points are needed to control it. The familiar becomes intelligent from his exposure to magic. Remove the (A) listing from the familiar’s Smarts. Both can understand each other’s speech. To others, the familiar is simply making animal noises while the mage speaks his normal language. The familiar is a Wild Card with respect to wounds and the Wild Die, but has no bennies. The mage may spend his for the familiar, however.
- The mage may acquire Cat Eyes if applicable to the creature (wolf, cat, owl) Master of Disguise You receive a +2 bonus to Persuasion and Stealth when making disguise rolls. If you apply a disguise to someone else, they also receive a +2 bonus to Stealth (but not Persuasion) when making disguise rolls; this bonus does not stack with other Stealth bonuses granted by Professional Edges. Military Academy Multiple Academies Unique Style Mystic Craftsman Requirements: Novice, Smarts d8+, Arcane Background (Magic, Clerical, or Knowledge Alchemy), Knowledge (Occult) d8+, Arcane Skill Die d8+ Peasant Lore Requirements: Novice, Knowledge: Occult D6+ or Monster Lore D4+, Vigor d8+ This hero has studied the local folklore and superstitions of the country folk of the Old World. When fighting a supernatural creature, the hero can recall a tale about the beast. The hero must spend at least 1 round of combat with the creature or spend 1 round observing the creature closely such that it reveals its nature. With a successful Monster Lore roll or Occult roll -2, the hero remembers two Special Abilities or features of that monster. This is not an action. Each level of success allows the character to determine one additional feature as listed in the spell, Scan. Players should note the specificity of this edge as well. Simply rolling Monster Lore or Occult to achieve similar ends generally provides general information (i.e. monster is more resilient against piercing attacks) not specific information (i.e. monster takes half damage from piercing attacks). Paladin Requirements: Novice, Spirit d8+, Strength d6+, Vigor d8+, Fighting d8+ Wilderness Man Requirements: Novice, Smarts D8+, Vigor D6+, Notice D8+, Survival D6+ Treat as per Deadlands Player’s Guide. Combat Edges Close Fighting Improved Close Fighting Dirty Fighter Really Dirty Fighter Double Shot Requirements: Seasoned, Agility D8+, Shooting d8+ The rangers of Shudderwood are renowned not only for their accuracy with the bow but for incredible trick shots as well. Double Shot allows a ranger to fire two arrows in his bow at once, firing two shots at a single target with one attack roll at a –2 modifier. The target must be within short range. If the attack is successful, both arrows hit, each causing normal damage. Double shot does not work with crossbows or other ranged weapons — only with bows and arrows. Improved Double Shot: Veteran, Double Shot The archer may attack as above, but ignores the –2 penalty. Entangle Fleche Improvisational Fighter Requirements: Novice, Smarts d6+ Rippers often find themselves fighting with items not specifically designed for use as weapons: holy symbols, torches, or whatever else is at hand. A character with this Edge has practiced using such improvised weapons, and does not suffer the usual -1 attack penalty when wielding them. For more on improvised weapons see page 15 of Rippers. Iron Jaw Lunge Riposte Improved Riposte Spot Weakness Wall of Steel Social Edges Lowlife Requirements: Seasoned, Socialize d6+, Streetwise d8+ Reputation Requirements: Veteran (Either Intimidate D8+ or Persuasion D8+) Treat as per Deadlands Player’s Guide or SW Ravenloft except that it may add to Persuasion rolls or Intimidate, whichever prerequisite is used to purchase the edge. Only one prerequisite may be used. Players choose the type of reputation the hero has built at the time the edge is purchased. World Traveler Requirements: Seasoned This character is familiar with other nations and cultures, and doesn’t suffer the standard Outsider penalty when traveling to a foreign country (including elven, dwarven, or orc countries, as well as the many diverse kingdoms within Ustalev or the surrounding countries). |
Changed/ Removed Edges:
Destiny's Child: (from Raveloft SW) Removed. Druid: (from Ravenloft SW) Druids pre-requisite may be from either the cleric or magic arcane backgrounds. Lightbringer (from Ravenloft SW) Removed. Revenant: (from Ravenloft SW) Removed. |