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FANTASY ADVENTURE RULES

ORIGINAL AD&D IN SAVAGE WORLDS FORM!

Conversion 2003 Joel Sparks


Store, use, copy, post, share and enjoy, just give credit.
version 1.2
December 21, 2003

Thanks to J.B. Littlefield and www.dragonsfoot.org!


bighara
chosh navar

playtested by:
special editor: gairim

suav
csp4rk5

D&S is an attempt to combine fond memories of the original AD&D with the fun, fast fury of Savage Worlds. D&S is intended for use with
the Savage Worlds system from Pinnacle Entertainment Group. This material is not official and is not endorsed by Pinnacle Entertainment
Group. Savage Worlds and Smilin Jack are trademarks of Pinnacle Entertainment Group, Inc. AD&D belongs to Wizards of the Coast.
See ACKNOWLEDGEMENTS for more copyright information.

TABLE OF CONTENTS
PART 1: CHARACTERS
Character Creation .....................................3
Savage Worlds Ranks Reminder...................3
Races.............................................................4
The Seven Races..........................................4
Classes ..........................................................5
Bonus Experience ........................................5
Multi-Classing ...............................................5
Switching Class.............................................5
Magic Item Use.............................................5
Generally Available Edges ............................5
Skills.............................................................6
Other Abilities...............................................6
Character Classes:
CLERICS ..................................................7
DRUIDS ....................................................8
Animal Companions ............................8
FIGHTERS................................................9
PALADINS ..............................................10
RANGERS ..............................................11
MAGIC-USERS .......................................12
Familiars.............................................12
Enchant Item......................................12
THIEVES ................................................13
ASSASSINS ............................................14
MONKS...................................................15
BARDS ...................................................16
Alignment ...................................................17
Deities ........................................................17
The Nine Alignments and Sample
Deities for Each.......................................17

PART 2: CONVERSION
Bennies and Experience...........................18
Earned Experience .....................................18
Leftover Bennies ........................................18
Rough Equivalents ....................................18
AD&D Scores to Savage Worlds Traits .......18
Savage World Ranks to AD&D Level .........18
AD&D Hit Dice to Savage World Combat ..18
Powers and Trappings ...............................19
PART 3: EQUIPMENT
Melee Weapons.............................................20
Ranged Weapons ..........................................21
Armor & Shields ...........................................21
Summary of Equipment by Class ..................22
ACKNOWLEDGMENTS ..............................22
INSPIRATIONAL SOURCE MATERIAL
You need the Savage Worlds rulebook to use
these rules, and preferably the AD&D (first edition)
Players Handbook. You might want the Dungeon
Masters Guide, the Monster Manual, even Deities
& Demigods. If you want to know what a bardiche
looks like, check the back of Unearthed Arcana.
But all you really need is Savage Worlds.

PART 1: CHARACTERS
CHARACTER CREATION
Follow the rules in Savage Worlds, but use 6
points for attributes.

Race determines how many additional Hindrances


and Edges the character can take at start of play. If
you dont take the Hindrances, you dont get the
Edges, just as in Savage Worlds (two Minor or one
Major Hindrance equals one Edge).

There are seven Races and ten Classes (see


below). Choose one Race and one Class. Any
Race can be any Class.

Characters can take any Hindrance.

Race and Class provide certain automatic Edges


and Hindrances. The character must nonetheless
qualify for each Edge to receive its benefits. (Thus
Elves, to get the Acrobat Edge, will tend to take
high Agility.) If a character only later qualifies for
such an Edge, the benefits kick in.

The All Thumbs Hindrance gives 2 on the


Lockpicking Skill, and requires an Agility roll to
activate any magic item that is not always on or
self-activating. Each attempt is an action. A natural
roll of 1, regardless of Wild Die, indicates a
mishap: spilled potion, torn scroll, wand pointed
backward, etc.

Exceptions by Class: Druids get the Woodsman


Edge even though they do not have the Tracking
skill. Fighters start with the Block Edge as Novices
(assuming Fighting d8). Rangers start with the
Giant Killer Edge as Novices. Bards start with
Common Bond (assuming d8 Spirit) even if they
are not Wild Cards.

Characters have a limited selection of Edges and


Skills. Certain Edges are available to anyone. The
rest can only be acquired by being of an appropriate Race or Class. Skills are only available as Class
Skills, or as double-cost non-Class Skills when the
DM allows.

Exceptions by Race: See The Seven Races,


below.

Choose an Alignment, and a deity if applicable.


See page 17.
Choose equipment. Starting money: 200 gp, or
100 gp for those with Poverty.
Statistics for armor and weapons are included. See
pages 20-22. For other items, use the shopping list
in the Players Handbook (First Edition).
Encumbrance will have to be improvised or
ignored; use weights from the Savage Worlds book
where available.
Savage Worlds Ranks Reminder
(N):
(S):
(V):
(H):
(L):
3

Novice...........0 to 19 character points


Seasoned ......20 to 39 character points
Veteran..........40 to 59 character points
Heroic ...........60 to 79 character points
Legendary.....80 or more character points

D&S

CHARACTERS

RACES
The Seven Races
Race
Dwarf

Edges
Arcane Resistance
(Sp d8)
Infravision
V: Giant Killer

Hindrances
Squat (Obese: +1
Toughness, -1 Pace,
running die d4)
Surly (2 Charisma)

Additional to start
2 Minor Hindrances
1 Major Hindrance
2 Edges

Elf

Acrobat (A d8, St d6) Frail (1 Toughness)


Infravision

2 Minor Hindrances
1 Major Hindrance
2 Edges

Gnome

Arcane Resistance
(Sp d8)
Infravision
V: Giant Killer

Small (1 Toughness; 2 Minor Hindrances


certain weapon and 1 Major Hindrance
shield restrictions)
2 Edges

Half-Elf

Infravision

Halfling

Arcane Resistance
(Sp d8)
Quick

Small (1 Toughness; 2 Minor Hindrances


certain weapon and 1 Major Hindrance
shield restrictions)
2 Edges (Infravision
available)

Half-Orc

Brawny
Infravision

Outsider & Ugly


(4 Charisma)

2 Minor Hindrances
1 Major Hindrance
2 Edges

Human

2 Minor Hindrances
1 Major Hindrance
3 Edges

2 Minor Hindrances
1 Major Hindrance
2 Edges

Dwarves and Gnomes automatically gain the Giant Killer Edge when they become Veterans.
Halflings, unlike other Races, may choose to take the Infravision Edge as one of their additional Edges.
These Races all balance to one free Edge. Humans do not get another Edge.

D&S

CHARACTERS

CLASSES
Generally Available Edges. Any Class can take
the Edges listed below. Unless otherwise noted in
Race or Class description, the character must still
qualify for the Edge per Savage Worlds rules.

The following Classes are available:


CLERIC
DRUID
FIGHTER
PALADIN
RANGER
MAGIC-USER*
THIEF
ASSASSIN
MONK
BARD

Alertness*
Ambidextrous* (A d8)
Attractive* (V d6)
Very Attractive*
Brawny* (St d6, V d6)
Charismatic (Sp d8)
Combat Reflexes (S)
Fast Healer* (V d8)
Fleet-Footed (A d6)
Followers (L, WC)
Hard to Kill (WC, Sp d8)
Harder to Kill (V)
Investigator (Sm d8, Investigation d8, Streetwise d8)
Level-Headed (S, Sm d8)
Improved Level-Headed
Luck*
Great Luck*
Professional (L, d12 in trait)
Expert
Master (WC)
Quick*
Sidekick (L, WC)
Steady Hands (A d8)
Strong Willed (Intimidate d6, Taunt d6)
Tough as Nails (L)
Improved Tough as Nails
Trademark Weapon (Fighting, Shooting, or Throwing d10)

* No effective difference between Magic-User and Illusionist.

Bonus Experience. A character with a d10 or


higher in the prime requisite of his Class gets 1
extra bennie per session. Prime requisites:
Cleric, Druid, Monk: Spirit (Sp)
Fighter, Ranger, Paladin: Strength (St)
Magic-User, Illusionist: Smarts (Sm)
Thief, Assassin, Bard: Agility (A)
Multi-classing. A new Class is an Edge. When
adding a Class (multi-classing), the character takes
on all the Hindrances and advantages of both. The
multi-classed character only gets one extra bennie
for bonus experience, and then only if he has a
d10 in the prime requisite of every Class.
Switching Class. If the character chooses to
switch Class instead, he can only take or improve
Edges and Skills from the new Class. The new
Class is an Edge. The character can never switch
back to the former Class, but he gets bonus experience as usual. The character retains the abilities of
the former Class, and can use all Skills, but must
abide by the Hindrances of a Class while using its
Powers or most Edges. Edges are the DMs call;
generally Background, Leadership, Social, and
Legendary Edges always function.

*These Background Edges must be taken at character creation.


Other Edges can only be acquired as Race or
Class Edges. Certain Races and Classes automatically gain new bonus Edges when they become
Seasoned (S) or Veteran (V).
A character with a Racial Edge cannot take that
Edge again. If a character gets the same Edge
twice, it does not stack.

Magic Item Use. Many magic items will function


only for someone of the appropriate Class.
5

D&S

CHARACTERS

Skills. Skills cannot be acquired except as Class


Skills, unless the DM makes an exception for
unusual circumstances.

Other Abilities:
Connections. Spellcasters contact supernatural
connections with the appropriate arcane skill, not
the Streetwise Skill. What they contact, and how it
can be persuaded to help them, are up to the DM.

Available Skills are listed in each Class description.


Start with 15 Skill points, just as in Savage Worlds.

Finding / Removing Traps. Detecting traps is


done with the skill Notice. Removing traps is done
with Lockpicking. The Thief Edge adds +2 to both
rolls. The All Thumbs Hindrance gives a 2 penalty on Lockpicking.

Acquiring a new Skill does not cost double (as


long as it is on the characters list of Class Skills).
This is different from the Savage Worlds book.
Non-Class skills, if allowed, cost double both to
acquire and to improve.

Detecting Evil. Detect evil is a function of the


Holy Warrior Edge. See Powers and Trappings
below.

As stated above, multi-classed or switched-class


characters (including Bards) can use Skills from all
their Classes normally. Adhering to the Hindrances
of a Class is necessary to use its Powers, plus any
Edges that the DM thinks appropriate.

Healing. The Healer Edge adds +2 to skill rolls


to use the Powers healing and greater healing.

D&S

CHARACTERS

CLERICS
Starting Edges:
Arcane Background: Miracles
Holy Warrior

Class Powers:
Armor
Barrier
Boost / lower trait
Deflection
Detect arcana
Dispel
Fear
Healing
Greater healing
Light
Obscure
Quickness
Smite
Speed
Zombie (considered an Evil act)

Starting Hindrances:
Vow: Use only blunt weapons (listed in italics on
the weapons charts).
Class Edges:
Command (Sm d6)
Fervor (V, Sp d8)
Hold the Line! (S, Sm d8)
Inspire (S)
Natural Leader (Sp d8)
Common Bond (WC, Sp d8)
Connections (divine)
Healer (Sp d8)
New Power
Power Points
Rapid Recharge (S, Sp d6)
Improved Rapid Recharge (V, Sp d8)
Scholar (d8 in affected skills)
Soul Drain (S)

Clerics must choose a deity to serve. The Cleric


and the deity must be of the same or adjacent
alignments. Deviations from alignment, or from
the principles of the deitys religion, may result in
temporary or permanent loss of Powers and of the
benefit of the Holy Warrior Edge. See Arcane
Background (Miracles) in the Savage Worlds
book.

Class Skills:
Faith (Sp)
Fighting (A)
Guts (Sp)
Healing (Sm)
Intimidation (Sp)
Investigation (Sm)
Knowledge (Sm)
Notice (Sm)
Persuasion (Sp)
Riding (A)
Survival (Sm)
Taunt (Sm)

D&S

CHARACTERS

DRUIDS
Starting Edges:
Arcane Background: Miracles
Beast Master (animal companion) (Sp d8)
Woodsman (Sp d8, Survival d8; no Tracking needed)

Class Powers:
Armor
Barrier
Boost / lower trait
Detect arcana
Dispel
Fear
Healing
Light
Obscure
Quickness
Shape change
Smite
Speed
Wave Runner

Starting Hindrances:
Vow: No metal equipment (includes arrows,
bolts, and sling bullets, but sling stones, obsidian
daggers, and stone-headed spears are allowed).
Poverty
Class Edges:
Beast Bond
Berserk
Common Bond (WC, Sp d8)
Connections (elemental)
Giant Killer (V)
Healer (Sp d8)
New Power
Power Points
Rapid Recharge (S, Sp d6)
Improved Rapid Recharge (V, Sp d8)
Soul Drain (S)

Druids must choose a nature deity to serve. Both


Druid and deity must be Neutral, Neutral Good,
Lawful Neutral, Chaotic Neutral, or Neutral Evil;
the Druid must be the same alignment as the deity,
or an adjacent one. Deviations from alignment, or
from the principles of the deitys religion, may
result in temporary or permanent loss of Powers.
See Arcane Background (Miracles) in the Savage
Worlds book.

Class Skills:
Boating (A)
Faith (Sp)
Fighting (A)
Guts (Sp)
Healing (Sm)
Intimidation (Sp)
Investigation (Sm)
Notice (Sm)
Persuasion (Sp)
Riding (A)
Survival (Sm)
Swimming (A)
Taunt (Sm)
Throwing (A)

Animal companion:
A loyal animal, able to feed itself in the wild
Typical examples would be a wolf or a hawk.
Wolf:
A d6 Sm d6(A) Sp d6 St d6 V d8
Pace 8, Parry 5, Toughness 5, Bite Str+1
Fighting d6, Guts d6, Intimidate d6, Notice d6+2
Running die d10; Small; Alertness
Alerts Druid to strangers and animals nearby; fights for
Druid.

Hawk:
A d10 Sm d4(A) Sp d4 St d4 V d6
Pace 12, Parry 5, Toughness 3, Peck Str
Fighting d4, Guts d4, Notice d10+2
Flight die d10; Very small (-2 to be hit); Alertness
Scouts on high and alerts Druid to unusual activity; flees
most combat.
8

D&S

CHARACTERS

FIGHTERS
Starting Edges:
Block (+1 Parry) (Fighting d8)
Fighters start with the Block Edge as Novices.

Class Skills:
Boating (A)
Climbing (St)
Fighting (A)
Gambling (Sm)
Guts (Sp)
Intimidation (Sp)
Investigation (Sm)
Notice (Sm)
Persuasion (Sp)
Riding (A)
Shooting (A)
Streetwise (Sm)
Survival (Sm)
Swimming (A)
Taunt (Sm)
Throwing (A)

Starting Hindrances:
None!
Class Edges:
Berserk
Improved Block (V)
Command (Sm d6)
Fervor (V, Sp d8)
Hold the Line! (S, Sm d8)
Inspire (S)
Natural Leader (Sp d8)
Dead Shot (WC, S, Shooting or Throwing d10)
Dodge (S, A d8)
Improved Dodge (V)
First Strike (A d8)
Florentine (A d8, Fighting d8)
Frenzy (S, Fighting d10)
Improved Frenzy (V)
Improved Trademark Weapon (V, Trademark Wpn)
Marksman (S)
Mighty Blow (S, Fighting d12)
Nerves of Steel (WC, V d8)
Improved Nerves of Steel
Quick Draw (A d8)
Sweep (St d8, Fighting d8)
Improved Sweep (V)
Two-Fisted (A d8)
Weapon Master (L)
Master of Arms

D&S

CHARACTERS

PALADINS
Starting Edges:
Champion
Charismatic
S: Holy Warrior*
V: Arcane Background: Miracles*

Class Skills:
Faith (Sp)
Fighting (A)
Guts (Sp)
Healing (Sm)
Notice (Sm)
Persuasion (Sp)
Riding (A)
Shooting (A)
Survival (Sm)
Throwing (A)

*At Seasoned, the Paladin gains the Edge Holy


Warrior, and 5 Power Points. This includes the
ability to repulse evil and the ability to detect evil,
but no other Powers. At Veteran, the Paladin gains
the full Arcane Background: Miracles, which
includes two Powers and 5 more Power Points.
Starting Hindrances:
Heroic
Code of Honor (serve Good, act humbly, give
away excess possessions)

Class Powers:
Detect arcana
Healing
Light
Smite

Class Edges:
Command (Sm d6)
Fervor (V, Sp d8, Command)
Hold the Line! (S, Sm d8, Command)
Inspire (S, Command)
Natural Leader (S, Sp d8, Command)
Common Bond (WC, Sp d8)
First Strike (A d8)
Florentine (A d8, Fighting d8)
Improved Trademark Weapon
Mighty Blow (S, Fighting d12)
Nerves of Steel (WC, V d8)
Improved Nerves of Steel
New Power (AB: Miracles)
Quick Draw (A d8)
Sweep (St d8, Fighting d8)
Improved Sweep (V)
Two-Fisted (A d8)
Weapon Master (L, Fighting d12)
Master of Arms

Paladins must be Lawful Good in alignment, and


must follow a Lawful Good or Lawful Neutral
deity. Deviations from Code of Honor, alignment,
or the principles of the deitys religion may result
in temporary or permanent loss of Powers. They
can also lose the benefits of the Champion and
Holy Warrior Edges. Paladins are held to an even
higher standard than clerics, and punished more
harshly for transgressions. See Arcane
Background (Miracles) in the Savage Worlds
book.

10

D&S

CHARACTERS

RANGERS
Starting Edges:
Giant Killer
V: Arcane Background: Magic*

Class Skills:
Boating (A)
Climbing (St)
Fighting (A)
Guts (Sp)
Healing (Sm)
Intimidation (Sp)
Investigation (Sm)
Notice (Sm)
Persuasion (Sp)
Riding (A)
Shooting (A)
Spellcasting (Sm)
Stealth (A)
Survival (Sm)
Swimming (A)
Taunt (Sm)
Throwing (A)
Tracking (Sm)

*At Veteran, the Ranger gains the Arcane


Background: Magic, which includes three Powers
and 10 Power Points.
Starting Hindrances:
Loyal
Vow: Give away excess possessions.
Class Edges:
Beast Bond
Command (Sm d6)
Fervor (V, Sp d8, Command)
Hold the Line! (S, Sm d8, Command)
Inspire (S, Command)
Natural Leader (Sp d8, Command)
Dead Shot (WC, S, Shooting or Throwing d10)
First Strike (A d8)
Florentine (A d8, Fighting d8)
Frenzy (S, Fighting d10)
Improved Frenzy (V)
Nerves of Steel (WC, V d8)
Improved Nerves of Steel
Improved Trademark Weapon (V, Trademark Wpn)
Marksman (S)
Mighty Blow (S, Fighting d8)
New Power (AB: Magic)
Quick Draw (A d8)
Sweep (St d8, Fighting d8)
Improved Sweep (V)
Two-Fisted (A d8)
Weapon Master (L, Fighting d12)
Master of Arms
Woodsman (Sp d6, Survival d8, Tracking d8)

Class Powers:
Bolt
Detect arcana
Healing
Light
Stun
Rangers must be Good in alignment. If a Ranger
chooses to follow a deity, it must be Good.

11

D&S

CHARACTERS

MAGIC-USERS
(includes Illusionists)

Class Powers:
Armor
Barrier
Blast
Bolt
Boost / lower trait
Deflection
Detect / conceal arcana
Dispel
Fear
Fly
Invisibility

Starting Edges:
Arcane Background: Magic
Wizard
Starting Hindrances:
Vow: No armor or shield.
Vow: No weapons above STR+1 or d6 damage,
and none with ammunition.
Class Edges:
Arcane Resistance (Sp d8)
Improved Arcane Resistance
Beast Master (Familiar) (Sp d8, see below)
Connections (demonic)
Enchant Item (V; see below)
New Power
Power Points
Power Surge (S, Spellcasting d12)
Rapid Recharge (S, Sp d6)
Improved Rapid Recharge (V, Sp d8)
Scholar (d8 in affected skills)
Soul Drain (S)

Light
Obscure
Puppet
Quickness
Shape change
Smite
Speed
Stun
Telekinesis
Wave runner
Zombie (considered an
Evil act)

Familiar:
If the player so desires, a small creature is magically bound
to the Magic-Users soul. Examples: cat, snake, toad, lizard,
bat, or raven. The familiar has 2 Power Points that the
Magic-User can use while touching, and can send the MagicUser a silent mental alert if within 4. The familiar can share
the Magic-Users bennies and Wild Die. If the familiar dies,
the Magic-User immediately takes one Wound. Wild Cards
suffer the Battered & Bruised effect on the Knock-Out Blow
table. Non-Wild Cards are Incapacitated for 1d6 hours.
Familiar (any):
A d4 Sm d8(A) Sp d4 St d4 V d4
Pace 4, Parry 4, Toughness 3, 2 to be hit.
Fighting d4, Notice d6. Bite Str
Two of the following abilities (players choice):
-Infravision
-Flight (Pace 6. Flight die d10) (winged creatures only)
-Poison bite (Monstrous ability Stun)
-Wall Walker
-Beast-talk: Magic-User can interpret the Familiars
hisses, squawks, or croaks as crude messages.
-Creepy: The Familiars appearance gives the Magic-User
1 Charisma, and gives non-monstrous foes 1 to resist his
Intimidate or fear effects.

Class Skills:
Fighting (A)
Gambling (Sm)
Guts (Sp)
Knowledge (Sm)
Investigation (Sm)
Notice (Sm)
Persuasion (Sp)
Spellcasting (Sm)
Survival (Sm)
Swimming (A)
Taunt (Sm)
Throwing (A)

Enchant Item:
A version of Gadgeteer. Requirements: Veteran; AB: Magic;
Smarts d8+; Spellcasting d8+; Knowledge (Arcana) d8+;
Knowledge (Item Creation) d8+. It will take considerable
time and money to make each item, per the DMs whim.
When all the time and money have been spent, the MagicUser makes a single Spellcasting roll, at a penalty determined
secretly by the DM based on item power. Examples: Potion
or scroll, no penalty. Charged item, 2. Permanent item: 4
or more. On a basic success, the item is created. On a failure, the time and money are wasted. On a natural 1, regardless of Wild Die, there is an appropriate mishap.
12

D&S

CHARACTERS

THIEVES
Starting Edges:
Thief (A d8, Climbing d6, Lockpicking d6, Stealth d6)

Class Skills:
Boating (A)
Climbing (St)
Fighting (A)
Gambling (Sm)
Guts (Sp)
Intimidation (Sp)
Investigation (Sm)
Knowledge (Sm)
Lockpicking (A)
Notice (Sm)
Persuasion (Sp)
Riding (A)
Spellcasting (Sm)
Stealth (A)
Streetwise (Sm)
Survival (Sm)
Swimming (A)
Taunt (Sm)
Throwing (A)
Use Arcane Scroll (Sm)

Starting Hindrances:
Vow: No metal armor; no shields; no twohanded weapons (including bows).
Class Edges:
Acrobat (A d8, St d6)
Block (S, Fighting d8)
Improved Block (V)
Connections (street)
Danger Sense
Dead Shot (WC, S, Throwing d10)
Dodge (S, A d8)
Improved Dodge (V)
First Strike (A d8)
Florentine (A d8, Fighting d8)
Mighty Blow (S, Fighting d12)
Quick Draw (A d8)

Use Arcane Scroll:


Thieves can attempt to cast spells using scrolls
made by Magic-Users. Each attempt requires a skill
roll at a penalty equal to (2 + spells level). Failure
destroys the scroll. A natural roll of 1, regardlessof
Wild Die, results in a mishap determined by the
DM. Often the miscast spell takes effect in reverse:
hitting the Thief with the bolt intended for the
enemy, slowing the target instead of applying
speed, etc. If reversal makes no sense, the Thief is
Shaken.
Alignment:
Thieves are rarely Lawful in alignment, since they
are trained to steal. However, in this system, they
can be any alignment that the player can justify.

13

D&S

CHARACTERS

ASSASSINS
Starting Edge:
Quick Draw (A d8)

Class Skills:
Climbing (St)
Fighting (A)
Guts (Sp)
Intimidation (Sp)
Investigation (Sm)
Knowledge (Sm)
Lockpicking (A)
Notice (Sm)
Persuasion (Sp)
Shooting (A)
Stealth (A)
Streetwise (Sm)
Survival (Sm)
Swimming (A)
Taunt (Sm)
Throwing (A)

Starting Hindrances:
Outsider (2 Charisma)
Vow: No metal armor; no shield.
Class Edges:
Acrobat (A d8, St d6)
Block (S, Fighting d8)
Improved Block (V)
Connections (street)
Danger Sense
Dead Shot (WC, S, Shooting or Throwing d10)
Dodge (S, A d8)
Improved Dodge (V)
First Strike (A d8)
Florentine (A d8, Fighting d8)
Mighty Blow (S, Fighting d12)
Thief (A d8, Climbing d6, Lockpicking d6, Stealth d6)
Two-Fisted (A d8)

Assassins must be Evil in alignment. The Outsider


Hindrance represents common reaction to their
general sneakiness, reticence, bad reputation, and
palpable aura of death.

14

D&S

CHARACTERS

MONKS
Starting Edges:
Arcane Resistance (Sp d8)
Improved Arcane Resistance
Trademark Weapon: Unarmed (Fighting d10)
S: Arcane Background: Miracles*

Class Skills:
Climbing (St)
Faith (Sp)
Fighting (A)
Guts (Sp)
Healing (Sm)
Notice (Sm)
Survival (Sm)
Throwing (A)

* At Seasoned, the Monk gains the Arcane


Background: Miracles, which includes two Powers
and ten Power Points.
Starting Hindrances:
Code of Honor (Strict discipline & self-sacrifice)
Poverty
Vow: No armor or shield.
Vow: Only wood-hafted weapons (marked on
weapons charts).

Class Powers:
All are usable only on the Monk himself, except
lower trait, which is delivered to a target via a
touch (unarmed melee attack).
Armor
Boost / lower trait
Deflection
Healing
Quickness
Smite (unarmed)
Speed

Class Edges:
Acrobat (A d8, St d6)
Block (S, Fighting d8)
Improved Block (V)
Common Bond (WC, Sp d8)
Danger Sense
Dead Shot (WC, S, Throwing d10)
Dodge (S, A d8)
Improved Dodge (V)
First Strike (A d8)
Frenzy (S, Fighting d10)
Improved Frenzy (V)
Giant Killer (V)
Healer (Sp d8)
Improved Trademark Weapon (Trademark Wpn)
Mighty Blow (S, Fighting d12)
Nerves of Steel (WC V d8)
Improved Nerves of Steel
New Power (AB: Miracles)
Power Points (AB: Miracles)
Quick Draw (A d8)
Sweep (St d8, Fighting d8)
Improved Sweep (V)
Two-Fisted (A d8)
Weapon Master (L, Fighting d12)
Master of Arms

Monks must be Lawful in alignment. If a Monk


venerates a deity, it will be one of her own exact
alignment. However, a Monks power comes from
within. Deviations from Lawful behavior or the
Code of Honor can cause the Monk to lose focus
and can lead to temporary or permanent loss of
Powers. See Arcane Background (Miracles) in
the Savage Worlds book.

15

D&S

CHARACTERS

BARDS
Special Requirements:
DM permission.
Start as Fighter.
At Seasoned, switch Class to Thief.
At Veteran, switch Class to Bard.

Class Skills:
Boating (A)
Climbing (St)
Fighting (A)
Guts (Sp)
Healing (Sm)
Intimidation (Sp)
Knowledge (Sm)
Music (Sp)
Notice (Sm)
Persuasion (Sp)
Riding (A)
Streetwise (Sm)
Survival (Sm)
Swimming (A)
Taunt (Sm)
Throwing (A)

Starting Edges (upon becoming Bard):


Arcane Background: Miracles (using Music Skill)
Common Bond* (Sp d8) (WC not required)
*Special: Even non-Wild Card Bards get Common
Bond (assuming the d8 Spirit). By playing an
instrument, the Bard can give bennies or the benefit of Leadership Edges to all his allies within
earshot, not just those he commands. This
includes Wild Cards and player characters.
Starting Hindrance (upon becoming Bard):
Vow: No plate mail; no shields; no two-handed
weapons except Spear and Staff.

Class Powers:
Used with the Music Skill by singing and playing
an instrument.
Armor
Bolt
Boost / lower trait
Deflection
Detect arcana
Dispel
Fear
Healing
Light
Obscure
Smite
Speed

Class Edges:
Beast Bond
Charisma (Sp d8)
Command (Sm d6)
Fervor (V, Sp d8)
Hold the Line! (S, Sm d8)
Inspire (S)
Natural Leader (S, Sp d8)
Connections (elemental)
Danger Sense
Dodge (S, A d8)
Improved Dodge (V)
Healer (Sp d8)
New Power
Power Points
Scholar (d8 in affected skills)

Bards must be Neutral, Neutral Good, Lawful


Neutral, Chaotic Neutral, or Neutral Evil. They are
always associated with one or more Druids of
Heroic rank, most likely non-player characters.

16

D&S

CHARACTERS

ALIGNMENT

DEITIES

The DM is free to take away or award bennies


based solely on her idea of alignment-appropriate
behavior.

Clerics and Druids must choose a deity, and they


must be of the same alignment or an adjacent
one.

Openly Evil characters may suffer a Charisma


penalty from ordinary folk.

Druids and Bards must follow a nature deity with


some Neutrality: Neutral, Neutral Good, Lawful
Neutral, Chaotic Neutral, or Neutral Evil.
Examples below: Ki, Demeter, Hades, Triton,
Death.

ALIGNMENT AND HINDRANCES


A Lawful character is one with a Code of Honor.
A character with Berserk is not Lawful; one with
Cautious is not Chaotic; one with Bloodthirsty or
Major Vengefulness is not Good; one with Pacifist
is not Evil.

Paladins must choose a Lawful Good or Lawful


Neutral deity.
If a Monk chooses to venerate a deity, it must be
one of her exact alignment.

ALIGNMENT AND CLASSES


Paladins must be Lawful Good. Rangers must be
Good. Assassins must be Evil. Monks must be
Lawful. Druids and Bards must be Neutral, Neutral
Good, Lawful Neutral, Chaotic Neutral, or Neutral
Evil.

If a Ranger chooses to venerate a deity, it must be


Good.
Other characters do not need a deity, although
each is free to choose one or more. Followers of
any deity can be any Race. For example, Human
tyrants may venerate an Orcish god of tyranny.

The Nine Alignments, and Sample Deities for Each


LAWFUL GOOD

NEUTRAL GOOD

Athene of the Cities


Moradin Dwarf-maker

Demeter of the Fields


Zeus, the Sky
Yondalla of the Hearth (Halflings) Corellon of the Elf-Woods
Glittergold of the Gnomes

LAWFUL NEUTRAL

NEUTRAL

CHAOTIC NETURAL

Donblas the Justice Maker


Hades, the Earth

Ki of the Great Cycle


Ptah the Aloof

Hermes the Slippery


Triton, the Sea
Azazoth the Abberation

LAWFUL EVIL

NEUTRAL EVIL

CHAOTIC EVIL

Loviatar, Maiden of Pain


Gruumsh the Tyrant (Orcs)

Hecate the Heartless


Death

Lolth the Blood Drinker


Laogzed the Monster

16

CHAOTIC GOOD

PART 2: CONVERSION
BENNIES AND EXPERIENCE

AD&D Hit Dice to Savage Worlds Combat

Earned experience. The DM should be generous


in handing out bennies during play, to simulate the
combat-and-treasure based experience system of
AD&D. The group should receive one bennie each
when a significant battle or challenge is overcome
or a great reward gained. Individuals receive bennies for role-playing, quick thinking, insightful solutions, smoothing the flow of play, and making
good jokes. A good minimum is one extra bennie
to each player, each hour of play.

This four-step method will yield rough numbers for


quick conversion of AD&D monsters to Savage
Worlds combat statistics.
1. Start with Hit Dice (HD).
HD

Fighting

Parry

Vigor

Toughness

<1/2 ........d42..............3 ..................d4 .................4


1/2-1........d4 .................4 ..................d6 .................5
2-3...........d6 .................5 ..................d8 .................6
4 ..............d8 .................6 ..................d10 ...............7
5 ..............d10 ...............7 ..................d12 ...............8
6+ ...........d12 ...............8 ..................d12 ...............8

Leftover bennies. D&S players can end up with


a lot of bennies. Thus the system for leftover bennies varies from the Savage Worlds book. The
number of bennies in hand at the end of a play
session is the chance on a single d6 to gain one
extra experience point. A player with 6 or more
bennies leftover (which should be unusual) can
divide them as desired between two d6 rolls, for
one XP each. Two rolls is the maximum.

2. Add Shield (if any):


Small* .........................+1 Parry
Medium* .....................+2 Parry,
+2 Toughness vs. Ranged
Large* .........................+3 Parry,
+2 Toughness vs. Ranged

*Size in proportion to creatures body.

ROUGH EQUIVALENTS

3. Add Armor to Toughness:


Leather, thick skin, thick fur . . . . . . . . . . . . . . . . . . . .+1
Chain mail, partial plate, light scales, tough hide . . . .+2
Plate mail, thick scales, rocky hide, gigantic hide . . . .+3
Solid rock, gigantic scales, gigantic chain mail . . . . . .+4
Solid metal body, gigantic plate mail . . . . . . . . . . . . .+5

Quick conversions between AD&D and Savage


Worlds.
AD&D Scores to Savage Worlds Traits
9 .............................................d4
12 ...........................................d6
14 ...........................................d8
16 .........................................d10
18 .........................................d12

4. Modify by Size:
Size
Toughness
To be hit
Cat, small dog .............................2 ..................... 2
Large dog, Halfling .....................1.....................+0
Human..........................................0.....................+0
Half-Orc .....................................+1.....................+0
Gorilla, bear, horse.....................+2.....................+0
Ogre, large bear .........................+3.....................+0
Rhino .........................................+4.....................+2
Small elephant ...........................+5.....................+2
Large elephant ...........................+6.....................+2
T-Rex..........................................+7.....................+2
Huge dragon..............................+8.....................+4
Blue whale .................................+9.....................+4
Leviathan.................................+10.....................+4

Savage World Ranks to AD&D Level


Novice Mook ......................2nd
Novice Wild Card................3rd
Seasoned Mook...................4th
Seasoned Wild Card............6th
Veteran Mook ......................7th
Veteran Wild Card ...............9th
Heroic Wild Card...............12th
Legendary Wild Card ........15th+
18

D&S

CONVERSION

POWERS AND TRAPPINGS


Only one Power can be used per turn.

Detect arcana: Usually functions as detect magic.


Varying uses of it depend on the material components employed, per the chart below.

Armor: Called barkskin. With a raise, called


stoneskin.

Any Class
Ordinary casting . . . . . . . . . . . . . . . . . . . . .detect magic
Cast through a crystal prism (5 gp) . . . . . . . .read magic

Barrier: For Clerics, this is blade barrier. For


Druids, it is wall of thorns. These forms provide
heavy cover (4). Attempting to force through a
blade barrier or wall of thorns requires a Strength
roll opposed by the casters Faith roll. Each
attempt does 2d6 damage. The Miracle caster can
create the barrier directly on a target, who gets a
Dive to avoid damage (see Area Effect Attacks in
the Savage Worlds book). For Magic-Users, barrier
is wall of force. A wall of force is invisible, impenetrable, and does no damage.

Magic-Users only
Drink an infusion of owls feather and a 100 gp pearl
crushed in wine . . . . . . . . . . . . . . . . . . . . . . . .identify
Smear silver dust (5 gp) on eyelids . . . .detect invisibility
Conceal arcana & rub a mundane item with fine silk (2 gp)
. . . . . . . . . . . . . . . . . . . . . . . .Nystuls magic aura

Detect evil: A function of the Holy Warrior Edge,


similar to the repulse evil ability described under
that Edge. Detect evil costs 1 Power Point and has
a range of the casters Spirit. Paladins, who gain
the Holy Warrior Edge before they get the AB:
Miracles Edge, get 5 Power Points to use with
detect evil and repulse evil. Detect evil will not
reveal ordinary folk of Evil alignment, only supernatural or intense evil.

Blast: Called fireball. There is also a version called


ice storm; the character must choose which version
he learns when he gains the Power. It can make a
big difference when fighting creatures with immunities and weaknesses. A character can take blast
twice and have both versions.

Obscure: Called darkness.

Bolt: 2d6 bolts are called magic missiles. 3d6 bolts


are called lightning bolts. Multiple 3d6 bolts are
called chain lightning. Regardless, as ranged
attacks, these Powers are subject to the usual
penalties for range, darkness, and cover. The skill
roll is not Shoot, however, but the Magic skill:
Faith, Spellcasting, or Music (for Bards). For multiple bolts, multiple to-hit rolls must be made, but
with only one Wild Die. Only the first roll counts
as a spellcasting; the others are strictly rolls to hit.
See Rate of Fire in the Savage Worlds book.

Quickness: Called haste.


Shape change: For Magic-Users, this spell requires
an expensive jade circlet, which shatters when the
spell is over. If it is broken prematurely it ends the
spell. Druids do not need the circlet.
Stun: Called sleep.
Material Components
S&D ignores material components except in two
circumstances. One, where they are a useful way
to get multiple spells out of one Power, as in detect
arcana, above. And two, where the DM wants to
keep the pesky wizard from ruining the adventure
with blast, in which case, there is a sudden shortage of bat guano.

Boost/lower trait: This can affect any trait, chosen


when cast. For potions and scrolls, the effect must
be specified at item creation. Generally boost trait
is called bless; a potion of boost trait (Fighting) is
called heroism. Lower trait is called curse.
Deflection: Called shield for AB: Magic, protection
from evil or protection from good for AB: Miracles
(although it works against all alignments).
19

PART 3: EQUIPMENT
Melee Weapons
Weapon

Damage

Weight

Cost

Min Str

Axe, Battle

Str+3

8 lbs

5 gp

d8

Axe, Hand

Str+2

2 lbs

1 gp

d6

Bardiche 2H

Str+4

13 lbs

7 gp

d10

Club

Str+1

3 lbs

Dagger (includes obsidian) Str+1

1 lb

2 gp

Flail
(or Morning Star)

8 lbs

8 gp

d6

Ignores shield Parry


bonus

Halberd 2H
Str+3
(or Bill, Guisarme, Lochaber
Axe, Military Fork, Poleaxe,
Voulge, or combination of
any two)

15 lbs

9 gp

d8

Reach 1

Lance

Str+4

10 lbs

6 gp

d8

Armor Piercing 1
Reach 2
Horseback only

Lucern Hammer 2H
(or Bec-de-Corbin)

Str+3

20 lbs

7 gp

d10

Armor Piercing 2
vs. Plate
Parry 1

Mace

Str+2

8 lbs

8 gp

d6

Pike, Awl 2H

Str+3

25 lbs

3 gp

d8

Reach 2

Spear 2H (includes stone Str+2


head, or Partisan, Ranseur,
or Spetum)

5 lbs

1 gp

d6

Parry+1
Reach 1

Staff 2H
(Quarter Staff)

Str+1

8 lbs

Parry+1
Reach 1

Sword, Long

Str+3

6 lbs

15 gp

d6

Sword, Short

Str+2

4 lbs

8 gp

Sword, Two-handed 2H

Str+5

12 lbs

30 gp

d10

Str+2

Notes

Armor Piercing 1
Parry 1

Parry 1

Weapons in italics are blunt.


Weapons marked with a dagger are wood-hafted.
2H: Weapons requiring two hands to use. Small creatures cannot use melee weapons that require two hands.
20

D&S

EQUIPMENT

Ranged Weapons
Weapon

Range

Axe, Throwing 3/6/12

Damage Cost

Weight

Str+2

1 gp

2 lbs

Min Str

Notes

Bow, Short 2H

12/24/48 2d6

15 gp

3 lbs

d6

Bow, Long 2H

15/30/60 2d6

60 gp

5 lbs

d8

Requires Shooting d8
User cannot be Small

Arrows, 10
Club

3/6/12

1 gp

2 lbs
3 lbs

Crossbow 2H

15/30/60 2d6

20 gp

10 lbs

d6

Armor Piercing 2

1 gp

2 lbs

Str+1

Bolts, 10
Dagger

3/6/12

Str+1

2 gp

1 lb

Dart

4/8/16

Str

1 gp

1 lb

Sling
Stones, 10
Bullets, 10

4/8/16
Str
Str+1

1 gp

1 lb
1 lb
2 lbs

Spear

3/6/12

Str+2

1 gp

5 lbs

One action to reload

Used with Throwing Skill


Druids may use
Metallic, therefore Druids
may not use
d6

Weapons in italics are blunt.


Weapons marked with a dagger are wooden-hafted.
2H: Weapons requiring two hands to use.
: Ammunition: Arrows for bows, bolts for crossbows, stones or bullets for slings.

Armor & Shields


Armor

Effect

Cost

Weight

Leather*

+1 Toughness

5 gp

15 lbs

Banded or Scale

+2 Toughness

45 gp

40 lbs

Chain

+2 Toughness

75 gp

25 lbs

Plate

+3 Toughness

400 gp

45 lbs

Shield

Effect

Cost

Weight

Small shield*

+1 Parry

5 gp

3 lbs

Medium shield

+2 Parry
10 gp
+2 Toughness vs. ranged

5 lbs

Large shield

+3 Parry
15 gp
+2 Toughness vs. ranged

10 lbs
User cannot be Small

* Only leather armor and small shields can be made non-metallic.


21

D&S

EQUIPMENT

Summary of Equipment by Class


Weapons, armor, and shield permitted according to the Vows of each Class.
Class

Weapons

Armor

Shield

Clerics

Club, Flail or Morning Star, Mace,


Staff, Sling

Any

Any

Druids

Club, Dagger (obsidian), Staff,


Sling (stones), Spear (stone head)

Leather

Small

Fighters, Paladins,
Rangers

Any

Any

Any

Magic-Users,
Illusionists

Club, Dagger, Staff, Dart

None

None

Thieves

Battle Axe, Hand Axe, Club,


Dagger, Flail or Morning Star,
Mace, Long Sword, Short Sword,
Throwing Axe, Dart, Sling

Leather

None

Assassins

Any

Leather

None

Monks

Hand Axe, Bardiche, Club,


Halberd and similar, Lucern
Hammer, Awl Pike, Spear, Staff,
Throwing Axe

None

None

Bards

Battle Axe, Hand Axe, Club,


Dagger, Flail or Morning Star,
Mace, Staff, Long Sword, Short
Sword, Throwing Axe, Dart,
Sling, Spear

Leather, Banded,
Scale, Chain

None

ACKNOWLEDGEMENTS
Dungeons & Savages draws and depends upon the work of others, to which I claim no rights.
I employ their material out of tribute and affection. Illustrations are copyright by their respective
owners and are used without permission. No challenge to copyright is intended.
Character sketches made with HeroMachine: www.heromachine.com.
AD&D and all associated references belong to Wizards of the Coast and are used without permission. No challenge to copyright is intended.
Savage Worlds, Smilin Jack, and all associated references belong to Pinnacle Entertainment
Group and are used without permission. No challenge to copyright is intended.
Copyright owners wishing to have their material removed should contact the documents author:
Joel Sparks (df@originalcopy.com).
22

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