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  • Home Page

    h3. Hail and Well Met and All That Happy Crap Welcome to *Nights in Lankhmar*, our high-fantasy dungeon-crawl game. We're setting aside intricate stories and personal tragedies for hacking and looting. For the setting I'm using the old Lankhmar AD& …

  • Character Creation

    (I see how much work I did getting the Basic Role Playing Big Gold Book stuff viable... it hurts to trash it. So much rule-tweaking, so much typing.... I weep a bit. OK, moving on...) We're using the Savage Worlds _Deluxe Explorer's Edition, Fantasy …

  • Non-human Races

    h3. Non-Human Races *Dwarf* 1) Low-Light Vision (as per the rulebook) 2) Tough - Start with d6 Vigor 3) Squat - Has a pace of only 5". *Elf* 1) Low-Light Vision 2) Agile - Start with d6 Agility 3) Answers to the People - Has Obligation …

  • House Rules - Combat

    (No house rules yet, so enjoy these old BRP house rules.) _Major Wounds - Major wounds require one or two Luck rolls. If you pass the first Luck roll you take the hit point damage but not the other losses. If you fail the first roll, make a second roll …

  • Allegiances - Light, Shadow and Balance

    The three Forces of Light, Shadow and Balance are similar to D&D's Law, Chaos and Neutrality. Shadow is not Evil and Light is not Good, although most people prefer things of Shadow to stay a healthy distance away. Wizardry and Shamanism are magical paths …

  • House Rules - Combat Sequence

    [[House Rules - Combat | Back to the Main Combat House Rules Page]] _*Anatomy of a Combat Round*_ *Step 1 - Declare Intent* * Declarations go in DEX order, from _lowest_ to _highest_. Slow people declare early and act late. * You declare in DEX …

  • House Rules - Magic

    h3. New Trappings h4. Primal Spells with the Primal trapping use the primal essence of magical energy. As such it only applies to the Arcane Backgrounds of Wizardry, Sorcery, and (in most cases) Ritualism. It presents as a low thrumming sound, the …

  • House Rules - Shield or Two Weapons

    The benefits of Shields and Two Weapons come from their use with Parry and Riposte (counterattack). First, if you straight-up attack someone with your off-hand the roll is Difficult (i.e., Skill divided by 2). Parries and Ripostes _do not_ …

  • Spell List

    Forthcoming -- please note there is no set spell list per se, but instead the player builds the spells they want from the powers and trappings listed in _Savage Worlds: Fantasy Companion_. I'm thinking about creating a separate system called "Workings …

  • Magic

    There are four broad types of magic: Divine, Demonic, Wizardry and Sorcery. Of the three only Divine and Wizardry are commonly accessible to player characters. Sorcery is the more primitive magic common to the wilder "Beastkin":https://nights-in-lankhmar. …

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