wonderland no more deluxe update - triple ace games€¦ · with a cacophony of curious contents!...

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“Oh, much better!” cried the Queen, her voice rising into a squeak as she went on. “Much be-etter! Be-etter! Be-e-e-etter! Be-e-ehh!” The last word ended in a long bleat, so like a sheep that Alice quite started. In our attempt to keep up with the times, we’ve reviewed Wonderland No More in light of the several changes and additions introduced in the much better edition of Savage Worlds Deluxe. The good news is that there really are no big compatibility issues. A few powers are tweaked, and a few new character options are added, but the important thing—whether you’re using the Explorer’s Edition or the Deluxe rules—is just to be internally consistent in your own campaign. Still, there are a few minor issues that we felt could use addressing, and some new powers to expand the repertoire of spellcasters in Wonderland. Powers A few of the powers in Savage Worlds Deluxe are clarified or tweaked in ways that could impact their use in Wonderland No More, plus entirely new powers have been added. Changes to Existing Powers Additional Targets: Several powers now have the option of “additional targets,” expanding the number of characters that can be affected by the power by spending a like number of Power Points. Those changes apply to the appropriate Wonderland No More powers if you are using Savage Worlds Deluxe. Blast: Now considered a Heavy Weapon effect. Bolt: When using the option to fire a 3d6 damage bolt, you can only use that for a single bolt, not for a “1-2-3” blast of 3d6 bolts in a single casting. Elemental Manipulation: Now offers all four elements for a single purchase of the power. Light/Obscure: Now merged into a single power— two for the price of one! For any power list that indicated one power or the other, the caster gets the use of both effects (but of course must choose which one at the time of casting). Healing: Additional clarification has been made in Deluxe on the use of this power upon Extras. Wonderland No More “Deluxe” Update Last updated: May 4 th , 2012. Editing, layout, and miscellaneous nonsense by T. Jordan Peacock. Wonderland No More is a creation of Kevin L. Anderson, inspired by the works of Lewis Carroll. Illustrations by Sir John Tenniel, courtesy of the public domain. For the latest updates, please visit Triple Ace Games at http://www.tripleacegames.com. ©2012 Triple Ace Games. All Rights Reserved. Wonderland No More and all related marks and logos are trademarks of Triple Ace Games. This document references the Savage Worlds game system, available from Pinnacle Entertainment Group at www.peginc.com. Savage Worlds and all associated logos and trademarks are copyrights of Pinnacle Entertainment Group. Used with permission. Pinnacle makes no representation or warranty as to the quality, viability, or suitability for purpose of this product.

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Page 1: Wonderland No More Deluxe Update - Triple Ace Games€¦ · with a cacophony of curious contents! Darksight (N) Rabbiteye blueberry pie causes the eater’s eyes to glow faintly blue,

“Oh, much better!” cried the Queen, her voice rising into a squeak as she went on. “Much be-etter! Be-etter! Be-e-e-etter!

Be-e-ehh!” The last word ended in a long bleat, so like a sheep

that Alice quite started.

In our attempt to keep up with the times, we’ve reviewed Wonderland No More in light of the several changes and additions introduced in the much better edition of Savage Worlds Deluxe.

The good news is that there really are no big compatibility issues. A few powers are tweaked, and a few new character options are added, but the important thing—whether you’re using the Explorer’s Edition or the Deluxe rules—is just to be

internally consistent in your own campaign.

Still, there are a few minor issues that we felt could use addressing, and some new powers to expand the repertoire of spellcasters in Wonderland.

PowersA few of the powers in Savage

Worlds Deluxe are clarified or tweaked in ways that could impact their use in Wonderland No More, plus entirely new powers have been added.

Changes to Existing Powers

Additional Targets: Several powers now have the option of “additional targets,” expanding the number of characters that can be affected by the power by spending a like number of Power Points. Those changes apply to the appropriate Wonderland No More powers if you are using Savage Worlds Deluxe.

Blast: Now considered a Heavy Weapon effect.

Bolt: When using the option to fire a 3d6 damage bolt, you can only use that for a single bolt, not for a “1-2-3” blast of 3d6 bolts in a single casting.

Elemental Manipulation: Now offers all four elements for a single purchase of the power.

Light/Obscure: Now merged into a single power—two for the price of one! For any power list that indicated one power or the other, the caster gets the use of both effects (but of course must choose which one at the time of casting).

Healing: Additional clarification has been made in Deluxe on the use of this power upon Extras.

Wonderland No More“Deluxe” Update

Last updated: May 4th, 2012.

Editing, layout, and miscellaneous nonsense by T. Jordan Peacock. Wonderland No More is a creation of Kevin L. Anderson, inspired by the works of Lewis Carroll. Illustrations by Sir John Tenniel, courtesy of the public domain.

For the latest updates, please visit Triple Ace Games at http://www.tripleacegames.com.

©2012 Triple Ace Games. All Rights Reserved. Wonderland No More and all related marks and logos are trademarks of Triple Ace Games.

This document references the Savage Worlds game system, available from Pinnacle Entertainment Group at www.peginc.com.

Savage Worlds and all associated logos and trademarks are copyrights of Pinnacle Entertainment Group. Used with permission. Pinnacle makes no representation or warranty as to the quality, viability, or suitability for purpose of this product.

Page 2: Wonderland No More Deluxe Update - Triple Ace Games€¦ · with a cacophony of curious contents! Darksight (N) Rabbiteye blueberry pie causes the eater’s eyes to glow faintly blue,

Unsuitable PowersThe following new powers in Savage Worlds Deluxe

are not recommended for use with Wonderland No More.

Banish: Being “native” to any “plane of existence” is not a relevant concept for Wonderland.

Divination: Answers are not so conveniently provided in Wonderland by a simple spell.

Growth/Shrink: The power as defined in Wonderland No More is still usable in its current form. (It won’t break anything, however, if the GM chooses to use the Deluxe version instead for his own campaign, for the sake of consistency.)

Mind Reading: Wonderland’s inhabitants are often too mad for this to work anyway, but the bottom line is just that it’s potentially unbalancing.

New Powers and TrappingsThe following are new powers from Savage Worlds

Deluxe that are available to various Arcane Backgrounds in Wonderland. Some Arcane Backgrounds get the lion’s share of the powers, but this is based more on what fits the theme rather than “fairly” delivering a comparable number of powers to each background.

GourmancyAs before, unless noted, Gourmantic powers only affect

the person or creature that consumes the Foodstuff.

For powers with a detrimental effect (e.g., blind or confusion), the victim has to be tricked into eating. For powers with variable effects (e.g., light/obscure), the effect must be chosen at the time the Foodstuff is created.

Blind (N) A dark chocolate cake, tempting and delicious—but it has the unfortunate side effect of bathing the consumer in a tightly-clinging shadow that blots out light, temporarily blinding her.

Confusion (N)

A confusing casserole or confection with a cacophony of curious contents!

Darksight (N)

Rabbiteye blueberry pie causes the eater’s eyes to glow faintly blue, and to see in darkness.

Disguise (S) A frosted gingerbread cookie suggests the appearance of a particular entity (or object). Whoever consumes it is immediately disguised convincingly as that creature or thing.

Drain Power Points (H)

This hollow chocolate candy has a magically draining effect on the eater.

Farsight (S) A plate of candied carrots improves the eater’s eyesight considerably.

Havoc (S) A jumping bean casserole has a violent effect on the consumer and anyone standing nearby, as he ricochets around.

Special: The area of effect is centered on the consumer. The consumer is also affected, but resists with Spirit rather than Strength; if he succeeds, he may voluntarily still be affected, but chooses the direction he flies in, and how far (up to 12”).

Slumber (S) A hot milk posset (enchanted to stay warm) lulls the consumer into a peaceful slumber.

Succor (N) This enchanted and invigorating cup of tea can be served even to an unconscious recipient to wake him.

Random Disguise TableIn the event that a Magic Foodstuff of disguise is

found as an item of treasure, or via foraging, roll 1d20 and consult this table to determine the shape of the cookie (and what or who the disguise is of):

1 Alice (at age 7 and a half, exactly).2 The White Rabbit.3 The Mad Hatter.4 The March Hare.5 The Cheshire Cat’s grin.6 The Queen of Hearts.7 The Vorpal Sword.8 The Gryphon.9 The White Knight.10 The Red Knight.11 The Jabberwock.12 Kitty, the Black Kitten.13 Snowdrop, the White Kitten.14 The Sheep Shopkeeper.15 Humpty Dumpty’s Wall.16 The Queen’s Executioner.17 The Caterpillar.18 Mr. Lewis Carroll.19 The Wasp in a Wig.20 The Looking Glass.

Don’t forget that a disguise confers only the appearance of the entity, not any powers or abilities.

Page 3: Wonderland No More Deluxe Update - Triple Ace Games€¦ · with a cacophony of curious contents! Darksight (N) Rabbiteye blueberry pie causes the eater’s eyes to glow faintly blue,

Wall Walker (N)

This cupcake has icing on it in a spiderweb design, and grants a spider-like ability to cling to walls.

Warrior’s Gift (S)

This power is embodied in a wide range of specialized desserts, such as Blocking Brickle, Dodging Drizzle, Frenzied Fruitcake, or Marksmanship Meringue. It grants the eater the Combat Edge that was “baked in” by the Gourmancer.

HaberdasheryConfusion (N)

Fireworks and music erupt from the Haberdasher’s hat, and random objects begin dancing and singing along, in a loud, bright, and confusing illusory performance.

Special: Although the confusion effect is instantaneous, the attention-grabbing “trappings” persist for the remainder of the Scene as a maintained power, or until the Haberdasher chooses to end it. This has no combat effect, per se, but it’s popular at parties!

Miracles: Church of AliceConfusion (N)

The Alician preacher quotes nonsense verse directed at the victims, prompting an extreme case of flabbergastronomy*.

(* Yes, that’s a nonsense word.)

Special: This counts as a mind-affecting power, and must be heard by the victims in order to work.

Pummel (S) The caster throws a tantrum, screaming a protest (e.g., “GO AWAY!” or “NO FAIR!”) at the top of her lungs, bowling everyone over in a hurricane gust.

Slumber (S) The caster sings a lullaby, leading targets into dreamy slumber.

Succor (N) The caster pulls a vial of smelling salts out of a convenient pocket. While not as potent as the real thing is in Wonderland, they still stir the recipient to wakefulness.

Random Warrior’s Gift TableIn the event that a Magic Foodstuff of warrior’s gift

is found as an item of treasure, or via foraging, roll 1d20 and consult this table to determine the dessert type and what Edge is granted when the Foodstuff is consumed:

1 Blocking Brickle (Block).2 Brawling Brownie (Brawler).3 Reflexive Rum Cake (Combat Reflexes).4 Un-Friendship Bread (Counterattack).5 Dodging Drizzle (Dodge).6 Banana Elan Pudding (Elan).7 First Strike Studel (First Strike).8 Almond Florentine (Florentine).9 Fruitcake Frenzy (Frenzy).10 Tiny Cupcake (Giant Killer).11 Hard Candy (Hard to Kill).12 Dessert Casserole (Improvisational

Fighter).13 Mincemeat Pie (Killer Instinct).14 Flatcakes (Level Headed).15 Marksman’s Meringue (Marksman).16 Steel Shaving Surprise (Nerves of Steel).17 No Mercy Meringue (No Mercy).18 Lady’s Fingers (Steady Hands).19 Broom Bristle Bread (Sweep).20 Bear Claws (Two-Fisted).

Page 4: Wonderland No More Deluxe Update - Triple Ace Games€¦ · with a cacophony of curious contents! Darksight (N) Rabbiteye blueberry pie causes the eater’s eyes to glow faintly blue,

Miracles: Spirit of ConflictBlind (N) A blinding beam of holy light shoots

from the Bishop’s staff.Damage Field (N)

A quartet of tiny winged Pawns flutters about the recipient, in the Baroque style of “putti” or “cherubs.” The creatures act as little heralds, waving palm branches, draping banners, tossing rose petals, etc. They’re harmless until someone attacks, at which point they smack the offender.

Farsight (S) The recipient has a vision of the surroundings as if from the Hill of Surveying, and thus gains a superior vantage point for ranged attacks.

Havoc (S) The Bishop conjures a glowing chess board, then violently upends the table, causing a shock wave that sends victims flying like tossed chess pieces.

Pummel (S) A glowing, ghostly Rook is conjured, who rolls forward from the Bishop’s staff. It grows in size as its moves, bowling over everyone and everything in its way.

Summon Ally (N)

The ally appears in a burst of holy light, and looks like a Chessman of the same color as the caster. Its statistics are identical to the basic ally type, but appearances vary:

Bodyguard: A Pawn.

Dire Wolf: A Knight’s wooden steed.

Elemental: A Knight, surrounded by an aura of the element (flames, ice, clouds, dust).

Sentinel: A mighty, very large Rook.

Special (all): Regardless of the ally type, it is considered a “Chessman” for purposes of any powers and abilities that specifically affect Chessmen or wooden entities.

Warrior’s Gift (S)

The Bishop blesses the recipient with the power of the Eighth Square, imbuing him with a glowing aura.

Witch QueenBlind (N) Creeping vines of magical shadow

form a “blindfold” on the victim.Confusion (N)

The caster composes a “sphinx’s riddle” with no answer.

Special: This counts as a mind-affecting and riddle-based power, for purposes of Edges and Hindrances (e.g. Twisted Mind).

Damage Field (N)

Thorny vines sprout from the Witch Queen’s regalia.

Darksight (N)

The recipient’s eyes radiate an aura matching the caster’s regalia color (e.g., red, white, or shadowy black), gaining sight in darkness.

Disguise (S) A swirl of vines and rose petals obscures the caster briefly as she changes into her new appearance.

Drain Power Points (H)

Dark thorny vines launch from the caster’s scepter, bleeding away magic.

Farsight (S) Gusts of wind and a flurry of rose petals guide the recipient’s ranged attacks to their target.

Havoc (S) An explosion of vines and rose petals sends enemies flying.

Intangibility (H)

The recipient transforms into a flurry of rose petals.

Special: While the petals can slip through very small places, even cracks, passing through solid walls is not possible with this power. This drawback is offset by the fact that the petals can fly at the recipient’s Pace.

Pummel (S) “Kneel before me!” the caster demands, accompanied by a blast of rose petals from her outstretched scepter.

Slumber (S) Using her scepter like a conductor’s baton, the caster directs an unseen orchestra to perform a lullaby.

Succor (N) A soft breeze accompanied by a fluttering of rose petals and garden aromas gently stirs the recipient.

Page 5: Wonderland No More Deluxe Update - Triple Ace Games€¦ · with a cacophony of curious contents! Darksight (N) Rabbiteye blueberry pie causes the eater’s eyes to glow faintly blue,

Summon Ally (N)

A rose-studded topiary bush springs from the ground, in the form of a warrior or beast serving the caster.

Bodyguard: Topiary in shape of a warrior.

Dire Wolf: Topiary in shape of a regal beast.

Elemental: Fire—flaming topiary. Water—frost-covered topiary. Air—whirlwind of leaves and roses. Earth—rock pile sprouting roses.

Sentinel: Thick tangle of thorns and roses suggesting the form of a large armored warrior.

Special (all): All summoned allies are treated as “animated plants” for purposes of any powers and abilities that specifically affect plants (or Plants), such as the Green Thumb Edge or the Gardening Shears (item of wonder).

Wall Walker (N)

Flowering creeper vines provide the recipient with a temporary walkway to follow any wall or ceiling (since it would be unseemly for the Witch Queen or her champion to stoop to actually climbing anything).

Warrior’s Gift (S)

The caster gestures with her scepter as if “knighting” the recipient, granting him a new power ... or, if she is the recipient, she first conjures a hand mirror, to which she performs the honors.

Edges & HindrancesMost Edges and Hindrances in Savage Worlds Deluxe

will work just fine in Wonderland No More.

HindrancesDoubting Thomas: Wonderland natives aren’t Doubting Thomases. (Visitors might be, however.)

Outsider: Not applicable to Wonderland natives, but if part of an imported racial package, it’s just a penalty to Charisma for whatever reason.

EdgesBeast Master, Champion, Gadgeteer, Holy/Unholy Warrior, Mentalist, Mr. Fix It, Soul Drain, and Wizard: As already indicated in Wonderland No More, these Edges don’t fit for natives of the setting. Beast Master is replaced by the Beast Companion Edge.

Adept: This professional Edge doesn’t really fit.

Brave: This largely duplicates the Iced Water for Blood Edge, but that’s just fine. As a special case, if you really, really, most definitely, without a question want to play the guy who never, ever (hardly ever) gets scared, you can take both Edges and stack the bonus for +4 against Fear checks.

Scavenger: This Edge conflicts with and diminishes the Haberdashery conjure power, and hence isn’t appropriate for the setting.

Thief, Woodsman: As detailed in Wonderland No More, both of these Edges are slightly modified due to the blurring of urban and wild environs.

Page 6: Wonderland No More Deluxe Update - Triple Ace Games€¦ · with a cacophony of curious contents! Darksight (N) Rabbiteye blueberry pie causes the eater’s eyes to glow faintly blue,

New RulesThere are a few changes to the rules in Savage Worlds

Deluxe that might or might not apply here.

Making (Wonderland) RacesAt first glance, the “Making Races” section in Savage

Worlds Deluxe might seem like a great tool for a GM trying to accommodate the peculiar and wacky sorts of characters players might want to play, if they get the idea that they can play “anything” in Wonderland.

However, care should be taken when using this section to design new races for Wonderland No More, especially “unique” ones, as it lends itself to “gaming the system” when tailoring a race to fit a specific character concept.

For example, a –2 “Ability” (drawback) that makes it more expensive to increase an attribute at character creation isn’t really much of a drawback at all if the player has already decided this is his “dump stat” that he’s going to start off at d4.

If you want to use Making Races as a guideline for designing “custom” Wonderland races for a specific character concept, we would recommend the following tweaks to the “Abilities” listed.

Begin with a d8 in one attribute...: For our purposes, this should be a +4 Ability instead of +3.

+10 Power Points...: This should be a +4 Ability instead of +2.

Free Seasoned Edge/Free Novice Edge: Neither of these are “regardless of requirements.” The character still has to meet the prerequisites.

+5 Power Points...: Drop this option, and just go with the Power Points Edge instead.

Free d6 in a skill...: Drop this bargain option, and buy skills the usual way.

–3 Abilities: Neither one of these “abilities” is suitable for a unique race package.

One attribute requires two points per step to raise...: Drop this option.

Racial Enemy: This is discouraged, as it doesn’t really fit precedent; if used, it should be limited to one of the common races of Wonderland (Animal, Card, Chessman, Human, Plant, or Tweedle).

RacesIn the spirit of “Sure, why not?” the new race templates

presented in Savage Worlds Deluxe could—with a bit of work—be shoehorned into Wonderland if you just tweak the “trappings.” For example:

Automaton (Android): Invented by the White Knight on one of his more inspired days, this is a clockwork ballerina or steam-powered man.

Mock Mock Turtle (Atlantean): A curious cross between bovine and soft-shelled turtle; also very well educated, since it went to School.

Kite (Avion): An animated kite, either your standard diamond shape, or an imported silk Chinese dragon kite; very wary of trees.

Garden Gnome (Dwarf): Short, fond of smoking pipes and fishing (or smoking fish and piping), speaking in a German accent (even if he doesn’t actually speak German), and wears a red hat.

Cobbler Elf (Elf): Helpful, dextrous, fond of fixing things ... and hopelessly accident-prone.

Wee Folk (Half-Folk): Prone to dressing in green, smoking pipes, hanging around rainbows, running away from people trying to steal their gold, and talking in outrageously “Irish” accents.

Bogey (Half-Orc): Also known as bugaboo, boggelbugge, boogieman, etc.: a mish-mash of bestial features, gruff disposition and a preference for the night (and tendency to sulk in the shadows if forced to go about during the day).

Scissors (Rakashan): Dreaded by Cards and other paper people everywhere!

Serpent (Saurian): Nobody much likesss them, leassst of all Birdsss. Dessspite a complete lack of handsss, they manage to get by with a prehensssile tail and clever ussse of their coilsss.

ChasesFortunately, there are no Chases in any of the released

Wonderland No More adventures (we checked!) so the changes to the Chase rules don’t impact them at all. If they come up in your own games, use whichever version of the Chase rules you please.