Other Rulesets with Mongoose Conan setting.

Trodax said:
Don't know how this differs from Solomon Kane, but I'm dying to find out (IOW, I'm green of envy at Vincent who seems to have a copy already before it's been released).

They released a limited number at GenCon. I couldn't be there that day, so my wife waited in line for about an hour or so to pick up a copy for me.

It is a beautiful book - artful and well-written. The art is very atmospheric.

Anyway, some of the changes to the standard Savage Worlds system include:

  • No power points are used. Instead spells suffer a Casting Modifier, which can be reduced by taking longer to cast the spell.

    Only two Arcane Backgrounds exist: Shamanism and Sorcery.

    Spell Backlash...

    Offensive spells (bolt, blast, and burst for example) are gone.

    New spells that were specifically used in the stories.
 
Thanks for the info! It sounds nice, and I'm definitely getting this book.

VincentDarlage said:
I couldn't be there that day, so my wife waited in line for about an hour or so to pick up a copy for me.
Sounds like you have a keeper there. Your wife I mean. :D
 
Vincent is dead on about the Solomon Kane magic. Things like sacrifices can also be used to lesson casting modifiers. Things are definately much more sinister. I was lucky enough to pick up the limited SK pack at GenCon and I can tell you, it's one mammoth book!

They managed to get everything right in that one. And I was most pleased to see that there's an adventure dealing with the Roanoke colony in it (among many, many others). That and the Righteous Fury mechanic simulates the fury that comes over Kane and Conan when it seems like that couldn't fight much more, much less stand. Good stuff.

That's another reason I'm leaning so heavily toward SW... SK was so well done and fits so well, I think Conan would as well. I know there's already a brief conversion at www.savageheroes.com but I figure I'll do my own and try to make it as complete as possible.

As to the question of Magic in SW, it's very broad and easily added to. I converted the majority of the spells in the D&D player's handbook with no problem at all. It all comes down to Trappings, as mentioned by another poster. Basically, a magic missle, lightning bolt and what-have-you are all the same thing: a missle-like spell that deals damage from a distance. So to cover that broad range, SW has Bolt. You decide how powerful to make it by how many Power Points you want to put into it (or it could be limited to the spell itself, the Fantasy Toolkits are great for helping to understand how to make new spells and tweak existing ones) and you decide when you make your character, how the spell looks and acts. Is it a lightning bolt or a swarm of bees? Is Blast a Cone of Cold or a wave of broken glass? Is Barrier a wall of bone of one of fire that does damage if touched... Pretty much any spell you can think of can be covered by the basic spells in the SW book. And like I said, you'll find ideas for ways of tweaking things from the Fantasy Toolkits if you want. I made use of them when I converted my D&D game.

Whew! :wink: I'll go back to training now.
 
When is SK going to be available to everyone? It isn't even listed at Amazon, at least when I searched on Solomon Kane.
 
Looks great.
For those interested, there's a french SK RPG lurking somewhere on the net.
I may even be able to find back the link.
 
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