Posts Tagged ‘ Savage Worlds ’

The Sciurus for Savage Worlds

It’s been a while since I posted anything for Savage Worlds, so here’s a new race for that game.

Sciurus (Race Value: 2)
Attribute Increase – Agility: During character creation, a Sciurus increases Agility one die type. This increases the Trait’s maximum by one as well.
Hindrance – Minor: A Sciurus has an innate fear of predatory birds.
Size -1: A Sciurus is smaller than average, reducing its Size and Toughness by 1.
Skill – Athletics: A Sciurus starts with a d6 in Athletics, and the skill’s maximum increases to d12+1.

November 3rd, 2024  in RPG No Comments »

Human Flies for SW Supers

Nota Bene: Those product links below are affiliate links. If you click and purchase, I get a few coppers.

For several months, I’ve played Kid Avenger in a Savage Worlds post-apoc campaign. Kid appears to be a normal lad in his early to mid-teens, but his speed, strength, and agility belie that appearance. He claims he’s the result of an attempt to recreate the Super Soldier Serum created by Abraham Erskine, and that the truth of his origins are the subtext of his collection of pre-apoc comic books. Kid’s compatriots think Kid is insane, which he might be, but just because someone’s paranoid doesn’t mean nobody is out to get them.

I ended up with Kid Avenger as my character concept because I wanted to play a superhero game, but the majority of players wanted to play post-apoc in the U.S. South, and so I pretty much went with my original concept, tweaked to make him fit the setting. I’m getting a kick out playing Kid. He’s hell on wheels in combat, and his delusions (or clouded memories?) make him fun to roleplay as well.

Pinnacle Entertainment Group recently released the Savage World Super Power Companion, and I purchased the PDF. It’s my favorite expansion to Savage Worlds. It hits most of the right notes with the supers genre, and builds well on the core Savage Worlds rules.

And I say this as someone who has something of a love-hate relationship with Savage Worlds. What the game system does well, it does very well, but, ye gods, it can get fiddly and slow, especially in combat involving one or more villainous Wild Cards, at which point the fight degenerates into a contest to see who has the most Bennies. (But, this might be more a function of my erratic attention span than the game itself.)

All of what preceded really serves as an excuse to introduce two Savage Worlds supers: the Human Fly and the Fly. The former is built as a beginning character. He could be introduced into a street-level Savage Worlds superhero game as is. The Fly, however, is built as a villain, and so I wasn’t particularly worried about point costs. He’s roughly equivalent to a Power Level III character, but would likely give a Novice Power Level III hero a hard time in a fight.

Trivia Moment! Marvel’s Bill Mantlo had a hand in creating the Human Fly and the Fly for publication.

The Human Fly
Power Level II Hero

Rick Rojatt suffered serious injuries in the car crash that claimed the lives of his wife and children. A benefactor paid for multiple surgeries aimed at restoring Rojatt to health by replacing 60% of his damaged skeleton with metal bones. Even still, Rojatt was an invalid for years before a combination of physical therapy and raw will regained for him full mobility. Enhanced by his metal skeleton, Rojatt dedicated himself to training in order to develop the skills needed to become the world’s greatest daredevil stuntman. Costumed as the Human Fly, Rojatt is less a crimefighter and more of a philanthropist, using his abilities to raise awareness and money for a variety of noble causes.

Rank: Novice
Attributes: Agility d8, Smarts d6, Spirit d8, Strength d8, Vigor d10
Skills: Athletics d10, Common Knowledge d4, Driving d6, Fighting d10, Notice d6, Persuasion d4, Stealth d6
Pace: 8; Parry: 8; Toughness: 8
Hindrances: Environmental Weakness (minor – electromagnetism interferes with metal skeleton), Pacifism (minor), Vow (major)
Edges: Martial Artist, Nerves of Steel, Super Powers (30)

Powers

Dodge (2): Direct ranged attacks are at -2 to hit the Human Fly. Trapping: Training.

Fearless (2): Immune to Fear checks. Trapping: Training.

Leaping (2): 4″ (8 yards) vertical, 8″ (16 yards) horizontal. Trapping: Training.

Pace (2): Base Pace and running die type +2. Trapping: Metal Skeleton.

Parry (2): +2 Parry. Trapping: Training.

Super Attributes (10): Agility +2, Spirit +2, Strength +2, Vigor +3. Trapping: Metal Skeleton.

Super Skill (7): Athletics +3, Fighting +4. Trapping: Training.

Super Edge (2): Nerves of Steel. Trapping: Training.

Toughness +1 (1): Trapping: Metal Skeleton.

The Fly

Richard Deacon, small-time thug, ran afoul of Spider-Man during an attempt to gain ransom for two kidnapped persons. Deacon was injured and fell into the river, and authorities presumed he died. Deacon survived, and he happened to overhear J. Johan Jameson and Dr. Harlan Stillwell discuss the creation of a new hero that Jameson hoped would get rid of Spider-Man. Deacon later forced Stillwell to transform him into a metahuman by grafting onto his DNA the genetic coding of a common housefly. Thus Deacon became the Fly, a supervillain who has met little lasting success despite his amazing powers. Nevertheless, even an experienced hero ought to avoid underestimating the Fly.

Attributes: Agility d12, Smarts d6, Spirit d6, Strength d12+6, Vigor d12
Skills: Athletics d16, Common Knowledge d4, Driving d4, Fighting d10, Focus d10, Notice d12+2, Persuasion d4, Shooting d6, Stealth d6
Pace: 6; Parry: 7; Toughness: 12 (4)
Hindrances: Distinctive Appearance (minor), Greedy (major), Mean (minor)
Edges: Alertness, Extraction, No Mercy, Quick, Super Powers

Powers

Armor (2): Augemented muscles and bones. Trapping: Mutation.

Dodge (3): Direct ranged attacks are at -3 to hit the Fly. Trapping: Mutation.

Extra Limbs (2): Wings grant a +2 Gang Up bonus when used to fight. Modifier: Not Prehensile. Trapping: Wings.

Flight (8): 90″ (60 MPH). Trapping: Wings.

Push (3): Wind blast from wings. Cone template. Modifier: Strong (-2 Strength to resist and 2d6″ knockback). Trapping: Wings.

Ranged Attack (9): Sonic blast from wings. 4d6 damage. Modifier: Cone Template Optional. Trapping: Wings.

Super Attributes (16): Agility +3, Strength +3, Vigor +2. Trapping: Mutation.

Super Skill (10): Fighting +3, Focus +4, Notice +3. Trapping: Training (or Mutation for Notice).

Uncanny Reflexes (3): Excels at avoiding area attacks. Trapping: Mutation.

Wall Walker (1): Trapping: Mutation.

July 7th, 2022  in RPG No Comments »

The Drukkin

Whew!

I started back up as a full-time teacher this month. I’m at a Catholic boys school about eight minutes from the house. So far, I’m enjoying the new gig. It’s certainly a huge improvement over my last full-time teaching position.

Anyway, on 7 August, Terry, a friend and fellow gamer, suggested I stat up the Greenland shark as a monster. I did a bit of reading about Greenland sharks. They are one more confirmation that nature hates us and will eat us given the chance. Seriously scary animal. Don’t let its goofy smile fool you. It’s hungry, and you’re lunch.

And so, here’s my take on the Greenland shark as a amphibious horror for use with Savage Worlds Deluxe Explorer’s Edition. (N.B. That’s an affiliate link also.)

Drukkin

We saw the blunt dorsal fin break the surface a dozen or so yards from the edge of the ice shelf. The seals must have seen it too. Those in the water flopped up onto the ice, and all of them moved away from the edge. None of could identify the shark, and we became a bit excited at the thought of stumbling onto a new species.

“Um, it’s picking up speed,” Roberts said.

He was right. The shark surged through the water, straight toward the ice shelf’s edge. Just as it was about to hit, rather than veering or diving, it burst from the water, it’s eyes flashing with an unearthly green light. Before it hit the ice, its pectoral fins changed, lengthened, became segmented. Monstrous three-toed paws with yard-long talons burst from the end of each limb.

“Run!”

We ran, desperately trying to avoid the panicked seals as well as escape the horrid fish. When I heard Roberts’s scream end abruptly, I knew it was gaining on us….

Attributes: Agility d8, Smarts d4 (A), Spirit d8, Strength d12+4, Vigor d12
Skills: Fighting d10, Notice d12, Shooting d8, Swimming d10
Pace: 8; Parry: 7; Toughness 12

Special Abilities
Aquatic: Pace 10.
Bite: STR+d6.
Eye Bolts: Range: 30/60/120. Damage: 1-3d6, based on range. Rate of Fire: 1 or 2. The drukkin can fire bolts of burning energy from its eyes. After using its eye bolts, the drukkin is -2 on Notice checks until the end of its next turn.
Fear: -2. The drukkin inspires fear when it attacks or transforms.
Hardy: The drukkin does not suffer a wound from being Shaken twice.
Large: Attackers add +2 to their attack rolls when attacking the drukkin due to its large size.
Size: +4. The drukkin can grow up to 25 feet in length.
Transformation: As an action, the drukkin can transform so that it can function on land or revert back to its aquatic form.

August 28th, 2019  in RPG No Comments »

Savage Wednesday: Star Frontiers Races

Today, I take a break from converting creatures found in the AD&D Monster Manual. Instead, I look within the pages of TSR’s Star Frontiers. (N.B. Those are affiliate links.) I’ve drawn inspiration from Star Frontiers once before, retooling the rasties for use with 5E D&D. You can check that post out here. As usual for Savage Wednesday, I’m using Savage Worlds Deluxe Explorer’s Edition. (N.B. That’s an affiliate link also.)

Dralasite

Dralasites are short, rubbery aliens that have no bones or hard body parts. Their skin is a flexible membrane that is very tough and scratchy. It is generally dull gray and lined with dark veins that meet at the Dralasite’s two eyespots.

The internal structure of a Dralasite is very different from the other races. The Dralasite’s central nerve bundle (brain), numerous small hearts and other organs float in a pudding-like mixture of protein and organic fluids. Dralasites breathe by absorbing oxygen directly through their skin, so they have no lungs. They are omnivores, but eat by surrounding their food and absorbing it, so they have also have no digestive tract or intestines.

All Dralasites go through male, female and neutral stages during their lives (these phases can be controlled with medicines). Males release spores into the air, which drift until they become attached to a female. A young Dralasite then “sprouts” from its mother, eventually maturing and dropping off.

Elasticity. A Dralasite’s skin is stretchable and supported by a complex muscle structure. A Dralasite can change the shape of its body, growing arms and legs to use for walking and handling tools or weapons. The Dralasite reabsorbs limbs when they aren’t needed. A Dralasite can have a number of limbs equal to 1 plus half Agility. Growing or absorbing a limb takes five minutes. Only one limb can be grown or absorbed at a time. A limb can be up to 1 yard long. Regardless of the number of limbs, a Dralasite with more than two arms is limited to one extra non-movement action that incurs no multi-action penalty.

Hard to Kill. A Dralasite’s lack of internal organs and bones lets a Dralasite ignore wound modifiers when forced to make a Vigor roll due to Incapacitation.

Keen Olfactory Senses. Since a Dralasite breathes directly through its skin, that entire membrane is an olfactory sensory organ. A Dralasite gets a +2 to Notice when using its sense of smell or taste.

Lie Detection. A Dralasite has an innate sensitivity to spoken falsehoods. A Dralasite gets a +2 to Notice when to see if other characters are lying.

Slower. A Dralasite has a Pace of 5.


Vrusk

Vrusk look like large insects. Eight legs grow from their abdomen, four on each side. Their torso is upright in front of the abdomen. The torso is humanoid, with two arms connected at the shoulders. The head is above the shoulders. Vrusk hands are circular pads with five fingers spaced evenly around the edge. A Vrusk’s shoulders are double-jointed, so they can rotate their arms in a full circle without straining any muscles. They can reach any point on their abdomen or behind the backs easily.

A Vrusk’s body is covered by a carapace (hard shell). This shell is jointed at the Vrusk’s elbows, hips, knees, etc. The carapace protects the Vrusk from bruises, cuts, scratches and other minor injuries. Unlike insects, Vrusk have an internal skeleton to support their bodies. Young Vrusk have a blue carapace with bright orange near the joints. As the Vrusk gets older, its carapace changes to dull green with yellow joints.

Vrusk have large eyes that are protected by a hard, clear covering. The mouth is surrounded by four eating mandibles. The two larger mandibles hold food while the small ones tear it apart and place it in the mouth. They are omnivores. Vrusk have lungs, and breathe through many small nostrils under the abdomens. This arrangement makes it difficult from Vrusk to swim.

Ambidexterous. A Vrusk can use both hands equally well and does not suffer the normal -2 penalty when performing physical tasks with the off-hand.

Carapace. A Vrusk’s carapace provides +2 Armor. Armor-piercing weapons may negate this protection.

Comprehension. Vrusk society is a complicated maze of mercantile and family structures. A Vrusk is adept at navigating social situations. A Vrusk has a free d6 in Persuasion or Streetwise (player’s choice).

Scuttle Quickly. A Vrusk has a Pace of 10.

Trouble Swimming.. A Vrusk has a -2 penalty to Swimming rolls.


Yazirian

Yazirians are tall, thin humanoids. They have long arms and legs and slender torsos. Two large flaps of skin grow on either side of their bodies, attached along their arms, torso and legs. When a Yazirian raises its arms, this membrane is stretched tight and forms a sort of wing.

Yazirians have muzzles and high foreheads, giving them an animal-like appearance. Their heads are surrounded by manes and collars of hair, which varies in color from glossy black to pale yellow. Their skin color ranges from gray to light tan. Because their bodies do no sweat, Yazirians pant to keep cool. They are omnivores.

Yazirians have four knuckles (one more than Humans) on their fingers and toes. The inside toe is opposed like a thumb, allowing them to grasp things with their feet. The tips of their fingers and toes end in broad, ribbed pads, giving them excellent grip. These characteristics, combined with their animal-like appearance, earned them the nickname “monkeys.”

Agile. A Yazirian starts with a d6 in Agility.

Battle Rage. A Yazirian may become enraged in combat. This ability is equivalent to the Berserk Edge.

Excellent Climber. A Yazirian has a free d6 in Climbing.

Gliding. Yazirians can glide short distances using the membranes along their sides. To do so, a Yazirian must start at least 5″ (10 yards) above the ground. A Yazirian glides up to 1″ (2 yards) for every inch of altitude at the start the start of the glide. Glide speed equals Pace.

Low-Light Vision. Yazirians are nocturnal. A Yazirian can see in all but pitch black conditions and ignores penalties for Dim and Dark lighting. A Yazirians eyes are sensitive to light. Without protective goggles, a Yazirian has a -2 penalty to attack rolls and cannot see targets farther away than 10″ when lighting is not Dim or Dark.

July 31st, 2019  in RPG No Comments »

Savage Wednesday: Apes!

Next up in the AD&D Monster Manual are two apes: the gorilla and the carnivorous ape. I’m adding a third: the psionic gorilla. Why? Because Gorilla Grodd. As usual for Savage Wednesday, all three creatures are designed using Savage Worlds Deluxe Explorer’s Edition. Speaking of psionic gorillas, here’s a Grodd-like villain for Pathfinder and the dreaded Brainiape for Pete C. Spahn’s excellent WWII: Operation WhiteBox.

Nota Bene: Those previous links are affiliate links. If you click and buy, I get a few pennies.

Gorilla

The typical ape is found only in lonely tropical forest regions. It is non-aggressive and shy, but if threatened or cornered will fight fiercely.

Attributes: Agility d8, Smarts d6 (A), Spirit d6, Strength d8, Vigor d8
Skills: Climbing d8, Fighting d4, Notice d6
Pace: 6
Parry: 4
Toughness: 6
Special Abilities:

Pummeling: STR+d4. If the gorilla gets a raise, it +2 to its damage total by grabbing and rending its target.


Carnivorous Ape

The carnivorous ape is a larger, stronger and very aggressive relative of the gorilla. This beast has fair intelligence (IQ 70+) and is very cunning. It hungers particularly for human flesh.

Attributes: Agility d8, Smarts d6 (A), Spirit d8, Strength d10, Vigor d10
Skills: Climbing d10, Fighting d8, Notice d8
Pace: 6
Parry: 6
Toughness: 8
Special Abilities:

Claws: STR+d4. If the carnivorous ape gets a raise, it +2 to its damage total by grabbing and rending its target.

Keen Senses: The carnivorous ape has keen senses of sight, hearing, and smell. It gets a +2 to Notice rolls when applicable.

Size +1: The carnivorous ape stands more than 7 feet tall and is quite broad across the chest and shoulders.


Psionic Gorilla

Psionic gorillas are a race of intelligent, scientific apes often found in only the remotest of places, often living under the protection of some sort of screening device. Psionic gorillas often combine traits of savagery and sophistication, animalism and education.

Attributes: Agility d8, Smarts d10, Spirit d8, Strength d8, Vigor d8
Skills: Climbing d6, Fighting d4, Knowledge (Science) d6, Psionics d10, Notice d10
Pace: 6
Parry: 4
Toughness: 6
Special Abilities:

Claws: STR+d4. If the psionic gorilla gets a raise, it +2 to its damage total by grabbing and rending its target.

Equipment: The psionic gorilla understands technology, and may make use of tools, weapons, and armor. It often has access to a combination of medieval and futuristic technology.

Psionics: The psionic gorilla has the Bolt, Mind Reading, and Telekinesis powers. It has 20 Power Points.

June 26th, 2019  in RPG No Comments »