Savage Worlds: The Witcher
In my ongoing series of stuff I post to maybe use in a game in several years, here is my attempt at the Witcher for Savage Worlds. The Race definition is a bit overstuffed which is one reason why I don't include the Arcane Background: Signs as part of it (also there was at least one Witcher that didn't have it due to mangling his hands in the Gauntlet.)
Witchers |
- Cat Eyes: Witchers can see perfectly well in dimly illuminated areas, but not pitch darkness.
- Mutant: The alchemical alterations throughout childhood, combined with a brutal training regimen gives the Witcher greatly enhanced stamina. A Witcher starts with Vigor of d6.
- Heightened Immunity: Witchers are immune to poison and disease, which is all but required in their line of work.
- Pariah: Witchers are ‘not welcome’ in most quarters with most humans seeing them as being heartless monsters. Witchers take a -2 to any Persuasion attempts with humans and tend to be actively persecuted if folks think they can get away with it.
- Flayed of Feeling: Part of the Witcher training effectively dulls most of the WItcher’s emotional responses. This gives the Witcher +2 versus Fear and -2 on Fear table rolls, but this also gives the Witcher a -2 on all positive social interactions, as well as attempts to Notice the motivations of others.
- Unwelcome Guest: Witchers start each session with one less Benny.
Arcane Background [Signs]
Arcane Skill: Signs (Agility)
Starting Powers: 5 (Defined)
Power Points: 5
Starting Powers: 5 (Defined)
Power Points: 5
Witchers do not learn actual spells, but rather Signs that offer very limited channeling of
Power. Some of these are invoked with hand gestures, others may be inscribed. Only specific Signs associated with the background may ever be obtained, and only Witchers may learn them without a good narrative reason.
Powers:
Aard: A telekinetic blast emanates from the Witcher’s outstretched hand. (As Havoc P.162)
Igni: A spray of fire consumes everything in the Witcher’s path. ( As Burst, P.156 with the fire trapping)
Yrden: A simple sign carved or drawn that causes monsters to recoil from approaching anything or anyone in a Large Burst Template. Any hostile creatures entering the area of effect will make a Fear roll (at -2 if the Signs roll was made with a Raise) and will force incorporeal beings to become corporeal once it enters its area of effect. (4 PP to cast, Duration One Hour.)
Quen: A sphere of protection encompasses the Witcher. (As Protection, P. 165)
Axii: Befuddle a person or person(s). This helps to even the odds when outnumbered, or just cause enough confusion to allow a quick escape. (As Confusion P. 157)
Some other bits:
- Witchers tend to use Alchemy quite a bit, so that Arcane Background from the Fantasy Companion would make sense (Meaning the Witcher would/could have two arcane backgrounds.) The only changes here would be to limit effect to self (as they are highly poisonous to non Witchers) and remove the critical failure table to compensate for this restriction.
- Setting Rules should probably be: Born a Hero, Conviction, Dynamic Backlash, Gritty Damage,Multiple Languages and the Sanity rules from the Horror Companion.
- Starting at Seasoned would make sense.
Some other bits:
- Witchers tend to use Alchemy quite a bit, so that Arcane Background from the Fantasy Companion would make sense (Meaning the Witcher would/could have two arcane backgrounds.) The only changes here would be to limit effect to self (as they are highly poisonous to non Witchers) and remove the critical failure table to compensate for this restriction.
- Setting Rules should probably be: Born a Hero, Conviction, Dynamic Backlash, Gritty Damage,Multiple Languages and the Sanity rules from the Horror Companion.
- Starting at Seasoned would make sense.
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