Savage World of Black Tokyo – Basic Classes

Black Tokyo was originally a d20 Modern campaign setting before being updated for Pathfinder, and it remains an odd fusion of the two. When converting d20 settings to Savage Worlds, the conventional wisdom is to represent the base classes via archetypes: Templates for starting characters with skills, edges, hindrances, powers, and gear. I felt more was required to build a foundation for the Black Tokyo content, since the bulk of the content outside of powers and equipment is class abilities.

Introducing the class package. Each class package is a collection of special edges based on a theme or archetype. You spend an advance to buy the class package, which gets you the initial edge, and unlocks the ability to buy the other edges as you continue to advance. You cannot buy more than one class package per rank.

Below the break I’ve converted the six base classes found in the d20 modern SRD to savage worlds class packages.

d20 Modern and its respective logo are trademarks of Wizards of the Coast, Inc., in the U.S.A. and other countries.

BASIC CHARACTER CLASSES

These classes are simple and have no requirements, making them good first choices before moving on to more advanced classes.

The Strong Hero

When you spend an advance to take this class, you gain the following Edge.

— Strong [Class]
Increase your Strength die by one step.

From then on, whenever you spend an advance to take an Edge, you can select an Edge from the following list.

— Extreme Effort
Requirements:
Strong
You can take a +2 bonus to a Strength test or Strength-linked skill test. You become Fatigued afterwards, which can be recovered by spending a couple of minutes relaxing.

— Ignore Hardness
Requirements:
Strong
Ignore two points of Hardness for Objects. (Deluxe, p71)

— Improved Ignore Hardness
Requirements:
Ignore Hardness, Strong
Ignore five points of Hardness for Objects. (Deluxe, p71)

— Melee Smash
Requirements:
Strong
Increase your Strength die on melee damage rolls by one step.

The Fast Hero

When you spend an advance to take this class, you gain the following Edge.

— Agile [Class]
Increase your Agility die by one step.

From then on, whenever you spend an advance to take an Edge, you can select an Edge from the following list.

— Counterattack
Requirements:
Agile, Fighting d8+
Once per round (if not Shaken), you receives one free normal Fighting attack at –2 against one adjacent foe who failed a Fighting attack against you. This attack may not be combined with Frenzy or Sweep. It may be used with the Defend maneuver, but not Full Defense.

— Improved Counterattack
Requirements:
Agile, Counterattack
As above but the character may ignore the –2 penalty.

— Dodge
Requirements: Agile
You use cover, movement, and concealment to become harder to hit. Unless they are the victim of a surprise attack and taken completely unaware, attackers must subtract 1 from their ranged attack rolls when targeting them (even in close combat). Characters who attempt to evade area effect attacks may add +1 to their Agility roll as well (when allowed).

— Improved Dodge
Requirements:
Agile, Dodge
As above but attackers subtract 2 from their attack rolls, and you add +2 to evade area effect weapons when allowed.

— Fleet-Footed
Requirements:
Agile, Agility d6+
Increase your Pace by +2. You roll d10 when running.

The Tough Hero

When you spend an advance to take this class, you gain the following Edge.

Tough [Class]
Increase your Vigor die by one step.

From then on, whenever you spend an advance to take an Edge, you can select an Edge from the following list.

— Brawny
Requirements:
Tough, Strength and Vigor d6+
Add +1 to your Toughness. You can carry 8 times your Strength.

— Elemental Resistance
Requirements:
Tough
You have Armor 2 against a specific type of elemental damage, such as Acid, Cold, Electricity, Fire, or Force. You can take this edge multiple times, each time selecting a different damage type.

— Fast Healer
Requirements:
Tough, Vigor d8+
You add +2 to Vigor rolls when checking for natural healing. (Deluxe, p78)

— Hard to Kill
Requirements:
Tough, Spirit d8+
You ignore wound modifiers on Vigor rolls to avoid Incapacitation or death. (Deluxe, p68)

— Second Wind
Requirements:
Tough, Vigor d8+
Once per session, you can spend a benny to make a natural healing roll. (Deluxe, p78)

The Smart Hero

When you spend an advance to take this class, you gain the following Edge.

— Smart [Class]
Increase your Smarts die by one step.

From then on, whenever you spend an advance to take an Edge, you can select an Edge from the following list.

— Exploit Weakness
Requirements:
Smart, Smarts d8+
After you successfully execute a Smarts-based Trick against an opponent, for the remainder of the battle you can substitute your Smarts die for your Strength die on melee-based attack rolls against them.

— Gameplan
Requirements:
Smart, Smarts d6+, Knowledge (Battle) d6+
When you have time to plan before a battle, come up with a plan and make a Knowledge (Battle) test. Success, and each raise, gives the party a temporary benny they can use only in the comming battle. These bennies are discarded at the end of battle, or if the situation changes significantly enough to render the plan useless.

— Linguist
Requirements:
Smart, Smarts d6+
Gain a number of languages equal to your Smarts die; Smarts –2 to be understood in any language heard for a week

— Scholar
Requirements:
Smart, d8+ in affected skills
Pick any two Knowledge skills you have a d8 or better in. Add +2 to skill tests involving those skills.

The Dedicated Hero

When you spend an advance to take this class, you gain the following Edge.

— Dedicated [Class]
Increase your Spirit die by one step.

From then on, whenever you spend an advance to take an Edge, you can select an Edge from the following list.

— Dedicated [Class]
Increase your Spirit die by one step.

— Cool Under Pressure
Requirements:
Dedicated, Spirit d8+, d8+ in affected skills
Select three skills that you have a d8 or better in. When rolling tests with those skills, increase your wild die to d8.

— Danger Sense
Requirements:
Novice
Your hero can sense when something bad is about to happen. Anytime you’re about to be the victim of a surprise attack, ambush, or other nasty surprise, you gets a Notice roll at –2 just before the attack or event occurs. If successful, you know something is about to happen and may take appropriate action against it. This means you’re is on Hold for the first round of a combat.

— Elan
Requirements:
Dedicated, Spirit d8+
When this spirited hero puts his heart into something it tends to pay off in big ways. When you spend a Benny on a Trait roll (including Soak rolls), add +2 to the final total.

— Healer
Requirements: Dedicated, Spirit d8+
+2 to all Healing rolls (including natural healing rolls for his own wounds), whether natural or magical in nature. Up to five companions traveling with a Healer add the bonus to their natural healing rolls as well.

— Supporter
Requirements:
Dedicated
You provide an additional +1 bonus when attempting to aid another with a Cooperative Roll. This allows you to exceed the normal +4 limit. (Deluxe, p63)

The Charismatic Hero

When you spend an advance to take this class, you gain the following Edge.

— Charismatic [Class]
You gain a +2 bonus to Charisma.

From then on, whenever you spend an advance to take an Edge, you can select an Edge from the following list.

— Charming Opening
Requirements:
Charismatic
The GM adds your Charisma when rolling on the Initial Reaction Table. (Deluxe, p26)

— Command
Requirements:
Charismatic, Novice, Smarts d6+
Command is the ability to give clear instructions to surrounding allies and enforce your hero’s will upon them. This makes your character’s compatriots more willing to fight on despite their wounds, and so adds +1 to their Spirit rolls to recover from being Shaken.

— Motormouth
Requirements:
Charismatic, Gambling d8+, Taunt d8+
Gambling and Taunt are always modified by your Charisma.

— You Know Kung Fu
Requirements: Charismatic, Smarts d8+
You have a pool of 5 Power Points, which recharge at a rate of 1 per hour and are unaffected by Rapid Recharge. They can spend these Power Points only to use the warrior’s gift power, with your Smarts die as the arcane skill.

— Wingman
Requirements:
Charismatic
Social-based Cooperative Rolls are always modified by your Charisma.


Class packages are still a work in progress, and I expect I’ll come back and revise this article as changes are made. I’m planning on using this framework to build out the various Black Tokyo classes, such as the Chaste Monk and Hanging Maiden.

This has been a lot of work to crank out in 24 hours, especially with the sheer number of aches and pains I’m currently suffering. Leaving to go collapse into bed for a week, when hopefully I’ll be better.

 

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