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Food for thought and Dinosaurs
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Talison
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PostPosted: Tue Jul 13, 2010 11:06 am    Post subject: Food for thought and Dinosaurs Reply with quote

This is more of a brain itch than a rules question. I've been re-watching my Godzilla, King Kong, and Jurassic Park movies and started looking at the dinosaur stats in Savage Worlds. I noticed the T-Rex and the Raptor both appear in the Fantasy Companion and Super Powers Companion. Both books were published in the same year and both creatures have slightly different stats in both books.

So, I'm thinking that I could probably have this discussion about any creature I picked. Are these just genre variations? Are there other creatures that appear different over different books (I'm thinking that Walkin' Dead from Deadlands are different than zombies.)?

And to try and actually be productive here, I was just wondering if anyone has done any genre changes to monsters or races. How about changes to fit a home brew setting or to better fit how they were seen in whatever movie?

I, myself, have always thought the Orcs in the main book are better Urak Hai than regular Orcs if playing LOTRs.
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Clint
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PostPosted: Tue Jul 13, 2010 12:24 pm    Post subject: Re: Food for thought and Dinosaurs Reply with quote

Talison wrote:
So, I'm thinking that I could probably have this discussion about any creature I picked. Are these just genre variations? Are there other creatures that appear different over different books (I'm thinking that Walkin' Dead from Deadlands are different than zombies.)?


Absolutely. It's part of the whole, "Savage Worlds is a core system not a universal one" paradigm.

Rippers is another good example where vampires and werewolves aren't the same as in the core rulebook.

In a way, think of it as Setting Rules that affect NPC stats.

Talison wrote:
I, myself, have always thought the Orcs in the main book are better Urak Hai than regular Orcs if playing LOTRs.


That's how I've always described them; they are not foes to be discounted by any means.
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Talison
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PostPosted: Tue Jul 13, 2010 12:29 pm    Post subject: Reply with quote

I wasn't even thinking of Rippers, which is pretty stupid since I'm knee deep into running a Rippers campaign. I ran one Savage Tale with Vampires and my party went nuts trying to figure out why the things that work against the core rulebook Vampires wasn't working in Rippers.
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Count Zero
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PostPosted: Tue Jul 13, 2010 12:30 pm    Post subject: Re: Food for thought and Dinosaurs Reply with quote

Clint wrote:


That's how I've always described them; they are not foes to be discounted by any means.


The TPK I nearly inflicted upon my players during our first ever game of SW (Evernight) made that a hard lesson to learn. Smile
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Talison
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PostPosted: Tue Jul 13, 2010 12:37 pm    Post subject: Reply with quote

We're starting Evernight next week and I've heard bad things about the Orcs.
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Count Zero
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PostPosted: Tue Jul 13, 2010 1:08 pm    Post subject: Reply with quote

Talison wrote:
We're starting Evernight next week and I've heard bad things about the Orcs.


It's not that they're particularly bad, but if you are coming from a D&D background it could be ugly. My group and I play at a high level since we've been playing for a long time. New players will have to negotiate the rough waters and learn how to swim in a new ocean. Wink
At least you have the option of warning them ahead of time. Since The Incident was my first foray into Savage territory I didn't know any better than my players.
Keep us updated. I'd love to hear how it goes!
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Talison
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PostPosted: Tue Jul 13, 2010 1:15 pm    Post subject: Reply with quote

Well I've been sold on Savage for about 3-4 years now, but I just finally got my group there in the last 6 months. They are still shaky in some spots because of their D&D background.

I ran a 79 combatant battle in Rippers last night and it didn't take more than 2 hours. When we play LFR the opening combat of the mod usually takes 1 1/2 hours.
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HawaiianBrian
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PostPosted: Tue Jul 13, 2010 4:37 pm    Post subject: Reply with quote

Wow, how would one create stats for Godzilla using only SWEX? Can Str d12+2 adequately capture what Godzilla could do?
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Takeda
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PostPosted: Tue Jul 13, 2010 6:04 pm    Post subject: Reply with quote

Growth to say 12+ levels might be a good place to start. Godzilla would end up with a Strength of at least D12+9 if a man-sized Godzilla would have D6 Strength. Add the +12 toughness in, buy extra Toughness along with Hardy, lots of armour, etc and it's a good start.
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Talison
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PostPosted: Tue Jul 13, 2010 7:09 pm    Post subject: Reply with quote

Original Godzilla of the 50's and 60s was 50 meters tall. I think the size would have to be near 20. I think the giant monster in SPC makes a really good Godzilla, but you said only SWEX.

Godzilla in the 90s "Hesei" series was 100 meters tall. I can't even think of what size to give that.
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Psy-Kosh
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PostPosted: Wed Jul 14, 2010 12:03 am    Post subject: Reply with quote

The approximation/interpretation of size that I've seen is that it's roughly doublings of normal human volume/mass.

ie, size +1 = double the volume.

size +3 = twice the height.

size +15 would be appropriate roughly for 50 meter godzilla then, as a rough approximation.

size +18 would be appropriate for 100 meters. (again, at least as a rough approximation/starting point)
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Talison
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PostPosted: Wed Jul 14, 2010 12:26 am    Post subject: Reply with quote

Sounds reasonable.

As a Godzilla fan personally i think they made him too big at 100 meters in the 90s, even though he looks great in those films. They must agree with me because they reduced hi to 55 meters for the start of the Millennium Series in Godzilla 2000.
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HawaiianBrian
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PostPosted: Wed Jul 14, 2010 12:47 am    Post subject: Reply with quote

I'm visiting relatives and can't check my book. Is there a lifting/carrying chart for Strength? For some reason I'm drawing a blank...

Edit It just came to me: Strength die type x 5 for standard encumbrance limits, additional penalties beyond that. So if Godzilla has a d12+9 Strength, that +9 must add up in some other way, because then he could only comfortably lift 105 pounds...
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Talison
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PostPosted: Wed Jul 14, 2010 1:09 am    Post subject: Reply with quote

And in the first series he routinely lifts the 33000 ton King Ghidorah over his head.

I'm not making these numbers up, I have a Godzilla book with Toho's listed heights and weights for the monsters.
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HawaiianBrian
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PostPosted: Wed Jul 14, 2010 1:13 am    Post subject: Reply with quote

I guess at those levels it's best to just have the GM shrug and say "It can lift it. End of story."
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chugosh
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PostPosted: Wed Jul 14, 2010 1:31 am    Post subject: Reply with quote

This seems to be one of those times that Savage Worlds is not the best way to handle a story, as written. For monster to monster fights, there are some good systems out there from SUPER GIANT MONSTER SHOWDOWN TO MONSTERPOKALYPSE.

For man vs monster, maybe treating something the size of Godzilla as a natural disaster would work better. Having said that, if you still want to be the puny mortals trying to take out the giant atomic lizard, then I guess you can.

Main thing, of course, is to have fun with it.
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PostPosted: Wed Jul 14, 2010 8:09 am    Post subject: Reply with quote

HawaiianBrian wrote:
I'm visiting relatives and can't check my book. Is there a lifting/carrying chart for Strength? For some reason I'm drawing a blank...

Edit It just came to me: Strength die type x 5 for standard encumbrance limits, additional penalties beyond that. So if Godzilla has a d12+9 Strength, that +9 must add up in some other way, because then he could only comfortably lift 105 pounds...


A semi-common house rule is that each point of Size doubles the Load Limit. You could also opt to use the Superhuman Strength chart in Necessary Evil, where d12+9 Strength would give a base Load Limit of twenty-five tons.
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Talison
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PostPosted: Wed Jul 14, 2010 11:00 am    Post subject: Reply with quote

Well, like I said, I think the Enormous Monster from the Super Powers Companion makes a perfect Godzilla type monster for fighting against the party. And it's the type they could never defeat straight on. More of a "Buy the defense force 10 rounds while they ready the Super Weapon to destroy him" type monster.
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77IM
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PostPosted: Wed Jul 14, 2010 11:08 am    Post subject: Reply with quote

The whole formula then becomes Str * 5 * (2 ^ Size), and Godzilla with Str d12+9 and Size +9 gets to lift only 26 tons. That seems pretty low. Maybe he should get the Brawny edge.

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Talison
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PostPosted: Wed Jul 14, 2010 11:27 am    Post subject: Reply with quote

This is also a problem with DC Comics, and something I'm looking forward to see how they handle in the upcoming DC Adventures game.

In the early 90s DC Heroes game Superman could lift 800000 tons. Not only could you not give him that in Savage Worlds, but is there even a point to doing so?

I've been stating characters for the Supers Parody I'm working on. I have several Superman type characters, and I've been using the Marvel Comics 100 Ton benchmarks as my guide. It's very doable in Savage World and I don't see why the characters would need higher strengths than that.
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