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S1889: The Space:1889 Project

 
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arkcaver
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PostPosted: Sun Oct 03, 2010 2:11 pm    Post subject: S1889: The Space:1889 Project Reply with quote

Clint, I'm not positive if this should be here or in the Home Brew & Conversions section. I apologize in advance if I've misplaced the topic!

I bought the Space:1889 pdf, and I must say that I am really looking forward to running this. Space:1889 is one of my all time favorite campaigns, and I would like to run this as soon as we finish our current adventure.

I have all the old GDW material plus the 3W module The Liftwood Conspiracy and would like to create stats for the creatures and NPCs from the old material that didn't make it into the Red Sands book.

I've started with the Lunar introductory adventure On Gossamer Wings from the GDW Space:1889 book. Any comments and criticisms are welcome!


Major NPCs

Cyrus Grant WILD CARD
Attributes: Agility d4, Smarts d10, Spirit d6, Strength d6, Vigor d8
Skills: Fighting d4, Guts d6, Knowledge (Engineering, Mechanics, Science all) d10, Notice d8, Repair d8, Riding d8, Shooting d6, Throwing d6, Weird Science d10
Charisma: 0; Status: 3; Pace: 5; Parry: 4; Toughness: 7
Hindrances: Curious, Obese
Edges: Arcane Background (weird Science), McGyver, Mr. Fix It
Languages: English, German
Gear: Ether Flyer, Revolver (12/24/48; 2d6; RoF 1; Shots 6; AP 1) with 12 rounds of ammunition.


Vladimir Illyich Tereshkovitch WILD CARD
Attributes: Agility d10, Smarts d10, Spirit d6, Strength d4, Vigor d6
Skills: Fighting d4, Guts d6, Knowledge (Physics) d10, Knowledge (Engineering) d10, Knowledge (Naval Architecture) d10, Repair d8, Riding d6, Shooting d6, Weird Science d10
Charisma: 0; Status: 4; Pace: 6; Parry: 4;
Toughness: 5
[b/]Hindrances:[/b] Delusional (Major), Greed
Edges: Arcane Background (weird Science), McGyver, Mr. Fix It
Languages: English, Russian


K’chuk WILD CARD
Attributes: Agility d8, Smarts d10, Spirit d8, Strength d4, Vigor d8
Skills: Guts d4, Knowledge (Selenite History) d10, Notice d8, Survival d8
Charisma: 0; Pace: 6; Parry: 2; Toughness: 8(2)
Hindrances: All Thumbs (with Human items), Loyal, Quirk (Difficult to understand)
Edges: Carapace (2 Points of natural armor), Command (only for Selenites), Natural Leader (only for Selenites)
Languages: English, Russian, Selenite


Selenites

SELENITE CUSTODIAN
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d4, Vigor d6
Skills: Guts d4, Notice d6
Charisma: 0; Pace: 6; Parry: 2; Toughness: 7(2)
Hindrances: Loyal (to village)
Edges: Carapace (2 Points of natural armor)
Languages: Selenite


SELENITE CUSTODIAN, TRAINED
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d4, Vigor d6
Skills: Guts d4, Notice d6, Shooting d4
Charisma: 0; Pace: 6; Parry: 2;Toughness: 7(2)
Hindrances: Loyal (to village), All Thumbs ( With items designed for non-Selenite Hands. Selenite hands are not made to operate human rifles. They can only fire once every two rounds, and it takes them 5 rounds to reload the rifle).
Edges: Carapace (2 Points of natural armor)
Gear: Rifle (24/48/96, 2d8, AP 2, 8 shots), shoulder pouch with 24 extra rounds.
Languages: Selenite


SELENITE DRONE
Attributes: Agility d6, Smarts d4, Spirit d6, Strength d4, Vigor d8
Skills: Guts d4, Notice d8,
Charisma: 0; Pace: 6; Parry: 2; Toughness: 8(2)
Hindrances: Loyal (to village), All Thumbs (Selenite hands are not made to operate human rifles. They can only fire once every two rounds, and it takes them 5 rounds to reload the rifle).
Edges: Carapace (2 Points of natural armor)
Languages: Selenite


SELENITE SPECIALIST Wild Card
Attributes: Agility d8, Smarts d10, Spirit d8, Strength d4, Vigor d8
Skills: Guts d4, Knowledge (of their specific job) d10, Notice d8
Charisma: 0; Pace: 6; Parry: 2; Toughness: 8(2)
Hindrances: Hindrances: Loyal (to village), All Thumbs (Selenite hands are not made to operate human rifles. They can only fire once every two rounds, and it takes them 5 rounds to reload the rifle).
Edges: Carapace (2 Points of natural armor), Natural Leader (only for Selenites)
Languages: Selenite


Bestiary

Giant Caterpillar
Attributes: Agility d6, Smarts d4(A), Spirit d8, Strength d10, Vigor d8
Skills: Fighting d8, Notice d8
Pace: 8; Parry: 6; Toughness: 8(2)
Special Abilities
• Bite: Str+d6.
• Carapace: The hard exoskeleton of the giant caterpillar gives it a natural +2 armor.
• Constrict: Giant caterpillars bite on a successful Fighting roll and on a raise constrict the character by catching him in its mandibles. On the round of the constriction and each round thereafter they cause Str+d6 damage to their prey. The victim may attempt to escape on his action by getting a raise on an opposed Strength roll.
• Size (+2): Giant caterpillars average 20 feet long and three feet thick.


Lunar Bats
Attributes: Agility d8, Smarts d4(A), Spirit d8, Strength d6, Vigor d6
Skills: Notice d6
Hindrances: Noisy (Lunar Bats shriek constantly. A character gets a Notice roll at +2 the turn before they attack to hear them coming).
Pace: 12; Parry: 4; Toughness: 5
Special Abilities:
• Bite: The swarm inflicts hundreds of tiny cuts every round, hitting automatically and causing 2d6 damage to everyone in the template. Damage is applied to the least armored location.
• Fly: The lunar bats have a Flying Pace of 12”.
• Swarm: Because the swarm is composed of scores of creatures, cutting and piercing weapons do no real damage. Area effect weapons work normally. Once a hit is scored on the swarm, it splits into two swarms each covering an area of a Medium Burst Template. When these are hit they each split into two more swarms each covering a Small Burst Template. The Small Burst Template swarms disperse when they are hit.


Edited 10/6/2010 to add the link to the Space:1889 rulebook that contains the adventure On Gossamer Wings


Last edited by arkcaver on Wed Oct 06, 2010 4:05 pm; edited 3 times in total
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siefertma
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PostPosted: Sun Oct 03, 2010 11:09 pm    Post subject: Reply with quote

I've been thinking of trying to stat out the characters from the Space 1889 Audio dramas myself.
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arkcaver
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PostPosted: Mon Oct 04, 2010 5:35 pm    Post subject: Reply with quote

siefertma wrote:
I've been thinking of trying to stat out the characters from the Space 1889 Audio dramas myself.


That's a good idea! I had a longish trip a couple of weekends ago and listened to them on the drive.
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Spence
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PostPosted: Mon Oct 04, 2010 10:16 pm    Post subject: Reply with quote

"Audio dramas?", says Spence in a puzzled voice......
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hosidax
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PostPosted: Tue Oct 05, 2010 1:25 am    Post subject: Reply with quote

Originally produced by Noise Monster. The first three are pretty good, but the 4th one didn't hold my attention.

You might still be able to get them here:
http://www.whona.com/mm5/merchant.mvc?Screen=CTGY&Store_Code=W&Category_Code=space1889

I think Noise Monster is long gone, so this may be the only place you can find them. But remember:

Today our resourceful research exploits new technology.

I'm just say'n...
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hosidax
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PostPosted: Tue Oct 05, 2010 1:53 am    Post subject: Reply with quote

@arkcaver

Check this out:
http://www.drpetrov.com/1889/goss.htm

It's a pretty good re-write of the original Gossamer Wings adventure. The site is also chock-full of great 1889 and Sky Galleons content.

I'm currently (if slowly) doing my own Savaged re-write using Dr. Petrov's work as a guide. My main concern with the adventure itself is the long and potentially boring cave crawl that sticks in the middle of the thing. Do you have any experience running this adventure? I've only imagined it, since back in "the day" I couldn't get any of my friends to actually play the original.

I like your work-up of the character stats. If I actually finish my version, I will share it here (with Petrov's blessing, if I can get it, I have not contacted him/her/them/it yet...).

Cheers.
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Scarecrow
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PostPosted: Tue Oct 05, 2010 4:13 am    Post subject: Reply with quote

I used Dr Petrov's excellent re-write to run a Savage 1889 and it went quite well. I seem to recall I kept the cave crawl to a minimum, throwing in a fight with a giant Potter Moth (not sure if that's in the adventure or I just nabbed it from Larklight) to spice things up.

Anyways, paper miniatures for all of the above characters can be found here:

http://www.peginc.com/forum/viewtopic.php?t=22716

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arkcaver
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PostPosted: Tue Oct 05, 2010 8:07 am    Post subject: Reply with quote

hosidax wrote:
@arkcaver

Check this out:
http://www.drpetrov.com/1889/goss.htm

It's a pretty good re-write of the original Gossamer Wings adventure. The site is also chock-full of great 1889 and Sky Galleons content.

I'm currently (if slowly) doing my own Savaged re-write using Dr. Petrov's work as a guide. My main concern with the adventure itself is the long and potentially boring cave crawl that sticks in the middle of the thing. Do you have any experience running this adventure? I've only imagined it, since back in "the day" I couldn't get any of my friends to actually play the original.

I like your work-up of the character stats. If I actually finish my version, I will share it here (with Petrov's blessing, if I can get it, I have not contacted him/her/them/it yet...).

Cheers.


I've run through it once, quite a few years ago, using the rewrite of On Gossamer Wings (btw, I am working on a Savage re-write of it, too!). I ran the "Caverns" section differenty than written in both drpetrov's and the original version. Instead of randomly rolling for the caverns, either before hand or during play, I drew up some caverns. The Russians trail was visible and could be followed with an easy Tracking roll (+2). It took a day for travel through each "cluster" of caverns, yet gameplay it was only a few minutes per cluster. The characters could follow the Russians or explore on their own. Failing the Tracking roll was like exploring. If they crossed the Russians track again I gave them another roll. Each cluster had something "unique" in it, per drpetrov's rewrite.
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John Powell
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PostPosted: Tue Oct 05, 2010 10:48 am    Post subject: Reply with quote

This is great stuff. Thanks!
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hosidax
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PostPosted: Wed Oct 06, 2010 12:32 am    Post subject: Reply with quote

@arkcaver, @Scarecrow
Awesome advice. Thanks!

I'd love to see the Noise Monster dramas written into an adventure (though I imagine a bit of railroading would be required...)

I'm running my group through a Victorian animal "zombie" problem based on "Animal Day" http://www.savageheroes.com/adventures.htm to orient us to the system (we're all new to SW), with the idea of introducing them to Prof. Bottoms (nay, Cyrus Grant), who will take them to the moon on the "Gossamer Wings" and then entangle them in the events of the Red Sands adventure...
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arkcaver
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PostPosted: Wed Oct 06, 2010 10:52 am    Post subject: Reply with quote

Here are the stats I've come up with for the adventure River of Life from the GDW's Tales of the Ether.


Major NPCs

Annabelle Somerset WILD CARD
Attributes: Agility d8, Smarts d10, Spirit d10, Strength d6, Vigor d8
Skills: Fighting d4, Guts d6, Notice d6, Riding d8, Shooting d10, Stealth d8, Survival d8, Tracking d6
Charisma: 2; Status: 3; Pace: 6; Parry: 4; Toughness: 6
Hindrances: Overconfident
Edges: Attractive, Marksman, Trademark Weapon (Winchester 1873)
Languages: English, Apache, Spanish
Gear: Colt Revolver (12/24/48; 2d6; RoF 1; Shots 6; AP 1), Belt Holster with 12 rounds of extra ammunition, Winchester Rifle Model 1873 (24/48/96; RoF 1; Shots 15, AP2) and 30 rounds of extra ammunition in pouch.


Naporrow Bing WILD CARD
Attributes: Agility d8, Smarts d10, Spirit d6, Strength d6, Vigor d6
Skills: Fighting d4, Guts d8, Knowledge (Electricity) d6, Notice d6, Persuasion d8, Shooting d6, Throwing d4
Charisma: 0; Status: 1; Pace: 6; Parry: 4;
Toughness: 5
[b/]Hindrances:[/b] Curious, Wanted (Major)
Edges: Alertness
Languages: Moon Man, English


Moon Men


MOON MAN SCIENTIST PRIEST WILD CARD[/b]
Attributes: Agility d6, Smarts d10, Spirit d8, Strength d6, Vigor d6
Skills: Fighting d4, Guts d8, Intimidation d8, Knowledge (any Scientific Pursuit) d4, Notice d6, Persuasion d6
Charisma:0;Status: 5;Pace: 6; Parry: 5; Toughness: 5
Hindrances: Stubborn (Major), Vow (Major - Purity of Science and Old Ways)
Edges: Strong Willed
Languages: Moon Man
Gear: Ceremonial daggers (3/6/12; Str+d4; Wt 1; can be thrown)


MOON MAN CIVILIAN
Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills: Fighting d4, Guts d4, Persuasion d6
Charisma: 0; Status: 2; Pace: 6; Parry: 4; Toughness: 5
Hindrances: --
Edges:--
Languages: Moon Man
Gear: Ceremonial daggers (3/6/12; Str+d4; Wt 1; can be thrown).

MOON MAN FISHERMAN
Attributes: Agility d6, Smarts d6, Spirit d6, Strength d8, Vigor d6
Skills: Boating d8, Fighting d4, Guts d4, Intimidation d4, Notice d8
Charisma: 0; Status: 2; Pace: 6; Parry: 5; Toughness: 5
Hindrances: --
Edges:--
Languages: Moon Man
Gear: Ceremonial daggers (3/6/12; Str+d4; Wt 1; can be thrown); Spear (3/6/12; Str+d6; Wt 5; Parry +1; reach 1; 2 hands)

MOON MAN MERCHANT
Attributes: Agility d6, Smarts d8, Spirit d6, Strength d6, Vigor d6
Skills: Boating d6, Fighting d4, Guts d4, Knowledge (Trade) d8, Notice d6, Persuasion d8
Charisma: 0; Status: 3; Pace: 6; Parry: 4; Toughness: 5
Hindrances: --
Edges:--
Languages: Moon Man
Gear: Ceremonial daggers (3/6/12; Str+d4; Wt 1; can be thrown)

MOON MAN PRISON GUARD
Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills: Fighting d6, Guts d6, Intimidation d8, Notice d6, Shooting d6, Stealth d6
Charisma: -2; Status: 2; Pace: 6; Parry: 5; Toughness: 5
Hindrances: Mean, Vow (Minor, Guard prisoners)
Edges: Alertness
Languages: Moon Man
Gear: Electric Rifle (24/48/96; 2d6; RoF 1/4; Wt 15 pounds; Shots 40; Must be recharged at a charging sta-tion.), ceremonial dagger (3/6/12; Str+d4; Wt 1; can be thrown)

MOON MAN VETERAN PRISON GUARD
Attributes: Agility d8, Smarts d8, Spirit d8, Strength d8, Vigor d8
Skills: Fighting d8, Guts d8, Intimidation d10, Notice d8, Shooting d8, Stealth d8
Charisma: -2; Status: 2; Pace: 6; Parry: 6; Toughness: 6
Hindrances: Mean, Vow (Minor, Guard prisoners)
Edges: Alertness, Command, Marksman
Languages: Moon Man
Gear: Electric Rifle (24/48/96; 2d6; RoF 1/4; Wt 15 pounds; Shots 40; Must be recharged at a charging sta-tion.), ceremonial dagger (3/6/12; Str+d4; Wt 1; can be thrown)

MOON MAN CITY GUARD
Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills: Fighting d6, Guts d6, Intimidation d6, Notice d6, Shooting d6, Stealth d6
Charisma: 0; Status: 2; Pace: 6; Parry: 5; Toughness: 5
Hindrances: Vow (Minor, Protect city)
Edges: Combat Reflexes
Languages: Moon Man
Gear: Electric Rifle (24/48/96; 2d6; RoF 1/4; Wt 15 pounds; Shots 40; Must be recharged at a charging sta-tion.), ceremonial dagger (3/6/12; Str+d4; Wt 1; can be thrown)

MOON MAN VETERAN CITY GUARD
Attributes:[/b[ Agility d8, Smarts d8, Spirit d8, Strength d8, Vigor d8
[b]Skills:
Fighting d8, Guts d8, Intimidation d8, Notice d8, Shooting d8, Stealth d8
Charisma: 0; Status: 2; Pace: 6; Parry: 6; Toughness: 6
Hindrances: Vow (Minor, Protect city)
Edges: Combat Reflexes, Command, Inspire, Marksman
Languages: Moon Man
Gear: Electric Rifle (24/48/96; 2d6; RoF 1/4; Wt 15 pounds; Shots 40; Must be recharged at a charging sta-tion.), ceremonial dagger (3/6/12; Str+d4; Wt 1; can be thrown)

MOON MAN THUG
Attributes: Agility d6, Smarts d4, Spirit d6, Strength d8, Vigor d6
Skills: Fighting d6, Guts d4, Intimidation d6, Notice d6, Stealth d6
Charisma: -2; Status: 2; Pace: 6; Parry: 5; Toughness: 5
Hindrances: Mean
Edges: Dirty Fighter
Languages: Moon Man
Gear: Ceremonial daggers (3/6/12; Str+d4; Wt 1; can be thrown).



Bestiary

Lunar Fish
Attributes: Agility d8, Smarts d4(A), Spirit d8, Strength d6, Vigor d8
Skills: Notice d8, Stealth d10
Pace: 0; Parry: 4; Toughness: 6
Special Abilities:
• Bite: The school inflicts hundreds of tiny cuts every round, hitting automatically and causing 2d6 damage to everyone in the template. Damage is applied to the least armored location.
• Swim: The lunar fish have a Swimming Pace of 12”.
•Swarm: Because the school is composed of scores of creatures, cutting and piercing weapons do no real damage. Area effect weapons work normally. Once a hit is scored on the swarm, it splits into two schools each covering an area of a Small Burst Template. Each smaller swarm disperses after another hit.


Lunar Flyer
Attributes: Agility d8, Smarts d6(A), Spirit d6, Strength d8, Vigor d8
Skills: Fighting d8, Guts d6, Notice d8
Pace: 4; Parry: 6; Toughness: 8(2)
Special Abilities:
• Carapace: The hard exoskeleton of the giant caterpil-lar gives it a natural +2 armor.
• Claws: Str+d6.
• Two-Claws: Lunar Flyers attack with both claws every round at no penalty, attacking a single or two different foes.


Lunar Whale
Attributes: Agility d6, Smarts d4(A), Spirit d8, Strength d12+2, Vigor d10
Skills: Fighting d8, Notice d8, Swimming d10
Pace: 0; Parry: 6; Toughness: 7-11 (varies according to size)
Special Abilities:
• Bite: Str+d8
• Large (Adult Only): Attackers add +2 to their attack rolls when attacking a Lunar Whale due to its large size.
• Size: Young Lunar Whales are about 6’ in length and gain no toughness bonus. Juvenile Lunar Whales are about 12’ in length and have a Size +2 (toughness of 9). Adult Lunar Whales can grow up to 25’ in length and have a Size +4 (toughness of 11).
• Swim: The Lunar Whale has a Swimming Pace of 8”.


River Grabber
Attributes: Agility d8, Smarts d4(A), Spirit d8, Strength d8, Vigor d10
Skills: Fighting d8, Notice d6, Stealth d12+2
Pace: 0; Parry: 6; Toughness: 7
Special Abilities:
• Bite: A River Grabber does Str+d4 damage with its bite attack. It only bites victims once it has "grabbed" them with its tentacles.
• Swim: The River Grabber has a Swimming Pace of 4”. It really doesn't swim; instead it pulls itself along underwater with its tentacles.
• Tentacles: A River Grabber attacks with up to six of its tentacles per turn against adjacent foes. On a raise, the creature has grappled the victim. An entangled victim may only attempt an opposed Strength roll each round to escape. On the turn after grappling, the river grabber pulls its victim to its mouth to do a bite attack. A grappled victim suffers a -2 to its Parry. It can grapple mul-tiple victims, but will only bite one victim per turn (other victims are held, in its tentacles, to wait their turn to be bit). It is not strong enough to do any damage with its tentacles, but if the victim does not escape it cannot attach the Grabber. Holding victims and moving them to its mouth does not count as an action.
• Two-Tentacled: A River Grabber may attack with two tentacles per turn without suffering the multi-action penalty. Attacking with four tentacles incurs a multi-action penalty of -2, and attacking with all six of its tentacles incurs a multi-action penalty of -4.


Water Snake
Attributes: Agility d8, Smarts d4(A), Spirit d8, Strength d8, Vigor d8
Skills: Fighting d8, Notice d6
Pace: 0; Parry: 6;[/b] Toughness:[/b] 8(2)
Special Abilities
• Bite: Str+d8.
• Carapace: The hard exoskeleton of the river snake gives it a natural +2 armor.
• Size (+2): Water Snakes average 20 feet long and three feet thick.
• Swim: The Water Snake has a Swimming Pace of 8”.


Edited 10/06/2010 to add link to Tales of the Ether
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Spence
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PostPosted: Wed Oct 06, 2010 11:23 pm    Post subject: Reply with quote

hosidax wrote:
Originally produced by Noise Monster. The first three are pretty good, but the 4th one didn't hold my attention.

You might still be able to get them here:
http://www.whona.com/mm5/merchant.mvc?Screen=CTGY&Store_Code=W&Category_Code=space1889

I think Noise Monster is long gone, so this may be the only place you can find them. But remember:

Today our resourceful research exploits new technology.

I'm just say'n...


Cool, thanks.

I'm going to order them once I become mad money solvent....
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hosidax
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PostPosted: Thu Oct 07, 2010 12:19 am    Post subject: Reply with quote

@Spence

I'm, just say'n:

Today our resourceful research exploits new technology.
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RPTroll
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PostPosted: Tue Oct 12, 2010 2:47 pm    Post subject: Reply with quote

Concerning trait conversion:

The Space 1889 stats go from 1-6. I've been using 1-2 = d4, 3=d6, 4=d8, 5=d10, and 6=d12. From another post I think Arkcaver is using 1=d4, 2=d6, 3=d8, 4=d10, 5=d12, 6=d12+1?

So it would be nice to start up a discussion as to the proper approach. I would love to have Clint weigh in as well with his big math brain.

Skill mappings are also needed. Since status is edge based we should reserve some verbiage for that as well.
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arkcaver
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PostPosted: Tue Oct 12, 2010 3:26 pm    Post subject: Reply with quote

RPTroll wrote:
From another post I think Arkcaver is using 1=d4, 2=d6, 3=d8, 4=d10, 5=d12, 6=d12+1?


Now that I'm not at work any longer and can actually think, I need to correct what I told you (I was trying to do too many things at once, and totally goofed on how I told you I did the conversions). For stock mooks I started with the basis "straight d4s" for stats and skills. If a character was a bit more trained he got d6s in stats and skills. If he was a veteran I bumped some of the stats and skills, maybe all of them depending on the character, up to d8s. Then I went and changed the stats depending on the type of "mook" I was after. For instance the Lunar Guards - the stereotype for this type of mook is a dumb, brutal bully (I'm not saying that real life prison guards are this way, mind you). They are probably somewhat trained, so they have d6s. Then I dropped their Intelligence back to a d4 but bumped their strength up. I gave them the Mean hindrance along with some appropriate skills like Intimidation and the Alertness and Dirty Fighter edges. I did this for all the stock characters - start with a d4, d6, or d8 in stats then bump up or down to fit the character. I really didn't pay much attention to the GDW stats for these guys, I just made them up.

For NPCs it was harder, because each one is different. There I tried to look at the stats presented in the adventures, and fit someone with stats between a d4 and d12. I'm not even sure I bumped anyone all the way up to d12 - I need to go back through them all and check. I tried to go with the "feel" that was presented for the NPC in the stat block and description. For instance Cyrus Grant is overweight and in the book is very agile. I agreed with Capt. Peet's rewrite - weighing in at 300 pounds he probably isn't real agile. So I gave him a d4 in agility and the Obese hindrance. He seems to be vigorous, though, so I gave him a d8 in Vigor.

So I guess my answer to converting these is I didn't have any hard fast rules and went for "what felt right" as opposed to specific rules.
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Bill
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Joined: 22 Sep 2003
Posts: 3155
Location: Overland Park, Kansas

PostPosted: Tue Oct 12, 2010 9:44 pm    Post subject: Reply with quote

I believe you are right on track. The NPCs do not convert over well on a straight basis. You have to see what they are good at and what they should be just average or a bit better at and go from there. I would suggest something like 1=d4, 2 and 3=d6, 4 and 5=d8 and 6=d10 as a base guide, then adjust based on description.
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arkcaver
Seasoned


Joined: 14 May 2003
Posts: 242

PostPosted: Wed Oct 13, 2010 7:50 am    Post subject: Reply with quote

I went through the GDW S1889 books and articles and tried to get all the creatures and sentient species that did not get into Red Sands. If I have missed any, or put something on the list that is in Red Sands then let me know and I'll edit the list. As some of us create stats for these creatures then I'll update the list showing that they are finished.

For some strange reason I didn't write down the NPCs as I went through the books, so I guess I have to go back through them again. Oh well Embarassed . I'll update the list with the NPCs when we have a complete list of them.

Bestiary


Mercury

Twilight Zone

Bag Fish (Conklins)
Centipede (Conklins)
Crab (Conklins)
Fish, Large (Dunkleosteus maybe?) (Conklins)
Fish, Medium (Conklins)
Fish, Small – Swarm (Conklins)
Gator (Ichthyostega maybe?) (Conklins)
Hazard; Nod Surge (Challenge #45 – Mercury the Nodding World)
Serpent (Conklins)
Squid (Conklins)


Ice Sheath Zone

Hazard, Avalanche (Challenge #52 – Dwellers in the Dark)
Hazard, Blizzard (Challenge #52 – Dwellers in the Dark)
Hazard, Crevasse (Challenge #52 – Dwellers in the Dark)
Hazard, Volcanic Vent (Challenge #52 – Dwellers in the Dark)
Hazard, Windstorm (Challenge #52 – Dwellers in the Dark)

Dry Ice Zone

Ice Borers (Challenge #52 – Dwellers in the Dark)
Ice Spiders (Challenge #52 – Dwellers in the Dark)
Ice Worms (Challenge #52 – Dwellers in the Dark)




Venus

Sailback (Conklins)
White-Headed Sea Turtle (Conklins)



Luna

Sea Turtle (Conklins)
Giant Caterpillar (Main Book) Finished
Lunar Bats (Main Book) Finished
Lunar Fish (Tales of the Ether - River of Life) Finished
Lunar Flyer (Tales of the Ether - River of Life) Finished
Lunar Whale (Tales of the Ether - River of Life) Finished
River Grabber (Tales of the Ether - River of Life) Finished
Water Snake (Tales of the Ether - River of Life) Finished



Mars

Cissawaan (Main Book)
Greek Koko (Main Book)
Eelowaan (Main Book)
Great Kommota (Main Book)
Knoe Shoshu (Main Book)
Bush Monkeys (caravans of Mars)
Lurec (Steppelords of Mars)
Teshuwaan (Steppelords of Mars)
Zonor (Steppelords of Mars)
Koljiss (Steppelords of Mars)
Rowata (Steppelords of Mars)
Ganz willoi (Steppelords of Mars)
Wocnid (Steppelords of Mars)
Croakers (Tales from the ether)
Giant Snails (Tales from the Ether - Ausonian Stalker)
Greiscon Tou (More Tales from the ether –Maddness in the Moab)
Ts’kkiiss (Complete Canal Priests of Mars)


Humanoids & Sentient Species
(Note that Red Sands lists military status for soldiers and guards in three catagories: Green, Regular, and Veteran. In the GDW S1889 books generally there was only one catagory. I tried to keep with the Red Sands style, and have created new categories at times).

Mercury

Ice Dwellers (Challenge #52 – Dwellers in the Dark)



Venus

Lizard Man Hunter, Green (Conklins)
Lizard Man Hunter, Regular (Conklins)
Lizard Man Hunter, Veteran (Conklins)
Lizard Man Headman (wild card) (Conklins)
Lizard Man Shaman (wild card) (Conklins)


Luna

Moon Men

Moon Man City Guard, Green (Tales from the Ether, Conklins) Finished
Moon Man City Guard, Regular (Tales from the Ether, Conklins) Finished
Moon Man City Guard, Veteran (Tales from the Ether, Conklins) Finished
Moon Man Officer (Tales from the Ether, Conklins) Finished
Moon Man Civilian (Tales from the Ether, Conklins) Finished
Moon Man Civilian, Fisherman (Tales from the Ether, Conklins) Finished
Moon Man Civilian, Hunter (Tales from the Ether, Conklins) Finished
Moon Man Civilian, Merchant (Tales from the Ether, Conklins) Finished
Moon Man Civilian, Noble (Conklins) Finished
Moon Man Prison Guard (Tales from the Ether) Finished
Moon Man Prison Guard, Veteran (Tales from the Ether) Finished
Moon Man Sailor, Captain (Conklins) Finished
Moon Man Sailor, Crew (Conklins) Finished
Moon Man Science Priest (Tales from the Ether) Finished
Moon Man Thug (Tales from the Ether, Conklins) Finished

Selenites
(Note that in the Main book some Custodians were trained to fight, but the other Selenites are presented as being untrained in any sort of warfare. By the time Luna is revisted in Tales from the Ether Dr Grant has brought some technology to Luna and the Selenites of T'chuk's village are having to fight off other Selenites. The Selenites who know nothing of fighting I've listed as Civilians; the regular ones have gained some skill in fighting.)

Custodian (Main Book, Tales from the Ether) Finished
Custodian, Civilian (Main Book) Finished
Drone (Tales from the Ether) Finished
Drone Civlian (Main Book) Finished
Specialist (Tales from the Ether) Finished
Specialist Civilian (Main Book) Finished
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SavageGamerGirl
Heroic


Joined: 24 Oct 2010
Posts: 1273

PostPosted: Tue Mar 06, 2012 1:23 pm    Post subject: Reply with quote

This is awesome! I'm hoping to start an 1889 campaign soon, so thanks for this!

For what it's worth, here is some work I did, if it helps!

http://www.cosmiccastle.net/phpBB3/viewtopic.php?t=1143&f=19

http://www.cosmiccastle.net/phpBB3/viewtopic.php?f=19&t=1159&p=2734
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