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20:52, 28th March 2024 (GMT+0)

General Chat II.

Posted by Cripple XFor group 0
derfinsterling
player, 79 posts
Fri 18 Mar 2016
at 21:58
  • msg #116

Re: Savage Worlds

You could build Werewolves just like any other race, which would probably make them less super-powered than monsters.
Or, use a background edge:
How about:
Lykanthrophy: When taking a wound or during the full moon, the character must make an immediate Spirit roll. On a failure, they transform into their werewolve form.
The werewolve can change back into human form only if they can focus and calm down for one minute and make a successful spirit roll.
During a full moon night, a transformed werewolve can't transform back.

In werewolve form, they retain their Spirit, but Smarts is lowered two die types, Strength, Vigor and Agility improve by two types.
Their claws and teeth act as natural weapons, causing strength +d4 damage.
Werewolves gain the all-thumbs hindrance and the fleet footed edge.

Hm. Looking at this, it feels off. But it might give you some idea on where to go with this. :-)
Strickland5
GM, 224 posts
I'm in a few games
Fri 18 Mar 2016
at 22:24
  • msg #117

Re: Savage Worlds

I think derfinsterling is on the right track if you don't wanna build it with supper powers and let non-infected folk have skills+edges to compensate
DarkLightHitomi
player, 6 posts
Sat 19 Mar 2016
at 02:11
  • msg #118

Re: Savage Worlds

Is that the kind of werewolves they want to play though? There are werewolf stories where the lycans retain their mind and control of their form (some it needs to be learned over time), this type is what I usually play.

This latter form would also be far more interesting as a PC. Making a werewolf that is borderline out of control seems like a greater liability not just to the character but also the player despite certain other strengths.
GreenTongue
player, 72 posts
Sat 19 Mar 2016
at 17:07
  • msg #119

Re: Savage Worlds

In reply to DarkLightHitomi (msg # 118):

A type of madness. So, use the madness rules you prefer.
xenongames
player, 29 posts
Sat 19 Mar 2016
at 18:21
  • msg #120

Re: Savage Worlds

Page 11 of the Horror Companion describes (one possible) racial rules for Werewolves.
bashful_batrean
player, 15 posts
Sat 19 Mar 2016
at 19:06
  • msg #121

Re: Savage Worlds

Strickland5:
I think derfinsterling is on the right track if you don't wanna build it with supper powers and let non-infected folk have skills+edges to compensate

*grins mischievously* I know this was a typo rather than a spelling error... but the visual of vegan or anorexic werewolves who refuse to eat meat (or possibly pacifistic/code of honor not to kill sentient beings) just amuses me.  ^_^

(Clan: Toothless perhaps?   Although a disciplined group of werewolf monks who refuse to take a life if at all avoidable could be really awesome....)
Nintaku
player, 40 posts
Sat 19 Mar 2016
at 20:44
  • msg #122

Re: Savage Worlds

Hm. These players have a particular idea of what they wanna play. Think Dresden Files Alphas or World of Darkness Werewolves, if that helps. More or less in control of when they transform and able to retain their human minds in wolfy form. Losing control sounds more suitable to NPCs to me, which I can already draw from the core book or Horror Companion for. Leaning towards what DarkLightHitomi was getting at.

I'm pretty well set on using the basics of the Vargr from Accursed. It's simple, easy to use, and hopefully easy to explain. My only issue is... well the easier way to phrase it would be this: how would you balance Witchbreeds with normal people in an Accursed game?

Or another solution to my problem might be if Shaintar has playable werewolves, since I'm going for that kind of a setting in the first place.
DarkLightHitomi
player, 7 posts
Sat 19 Mar 2016
at 20:54
  • msg #123

Re: Savage Worlds

The solution I came up with for my system to balance races of different power levels is to have race and starting XP affect each other. So a powerful race starts as a novice while a weak race might start expert.
bashful_batrean
player, 16 posts
Sat 19 Mar 2016
at 21:37
  • msg #124

Re: Savage Worlds

In reply to Nintaku (msg # 122):

Not seeing PC werewolves in Shaintar (given their nature in that setting), but 'balance' with other PCs can be attained by racial weaknesses and/or vulnerabilities (silver, wolfsbane/monkshood).  This is how the templates in Shaintar were (somewhat) balanced out.  The other possibility is add in potential for uncontrolled change/blind attacks if injured and fail Spirit check to control it.

I haven't looked at Accursed in detail yet, but the Witchmark and related abilities defined under Witchmark and Acceptance chapters appear to be more setting trappings.  The actual Vargr (and other Witchbrreds) are balanced (I would think) as they don't get the extra Edge Humans get at creation.  (You could always give humans an extra skill or edge if you thought the alternate races too powerful - but perhaps restrict the second one to some sort of cultural tie-in)

Alternatively, you could require Hunted/Enemy/Outsider Hindrances as Racial Hindrance for the Vargr in non-Accursed settings to reflect the general fear/mistrust of the population.  (This is how Shaintar handles many of the non-human races).
Nintaku
player, 41 posts
Sat 19 Mar 2016
at 22:16
  • msg #125

Re: Savage Worlds

While that might be good for Savage Worlds veterans, these players are first timers to the system. I prefer to start everyone at 0 XP so they can get a handle on how things work before getting the opportunity to add more mechanical complexity. Should I have the werewolf shapeshifting take an Edge slot, essentially as an Arcane Background that only provides one thing?
bashful_batrean
player, 17 posts
Sat 19 Mar 2016
at 22:28
  • msg #126

Re: Savage Worlds

In reply to Nintaku (msg # 125):

I would say just leave them as-is racially.  The racial packages appear to already be balanced against Humans by the standard SW Creation rules.  Just substitute any references to the Accursed setting specifically (Blood Witch enemy for Dhampir for example) with a similar level of Hindrance (Enemy ????) from your setting.

They call them 'Witchbreed Packages' because everyone was presumed human on start, but none get the extra edge Humans get, so essentially these are Racial packages.

It's the same as Elves or Dwarves (per Creating Races in SWDE). Why charge them an extra Edge for an Arcane Background just because they pick an alternate race?

As far as the Witchmark goes, look up 'historical' records for 'marks of the werewolf' and require the players put something similar in their descriptions.. (Unibrow, etc)
This message was last edited by the player at 22:31, Sat 19 Mar 2016.
drewalt
player, 7 posts
Fri 8 Apr 2016
at 14:47
  • msg #127

Re: Savage Worlds

I am not going to lie that Glitter Boy concept art actually makes me really want that book. I may never play it but I want it haha.
bashful_batrean
player, 18 posts
Fri 8 Apr 2016
at 15:26
  • msg #128

Re: Savage Worlds

In reply to drewalt (msg # 127):

Which concept art?
drewalt
player, 8 posts
Fri 8 Apr 2016
at 18:11
  • msg #129

Re: Savage Worlds

The teaser image for Savage Rifts they posted recently.

http://i.imgur.com/6pHH3su.jpg

My guesses left to right, having not actually played Rifts in 15 years:

  • Ley Line Walker
  • Glitter Boy
  • Probably a Burster, maybe a Mind Melter but I think Burster
  • and a Cyber Knight

Nintaku
player, 42 posts
Fri 8 Apr 2016
at 22:21
  • msg #130

Re: Savage Worlds

In reply to bashful_batrean (msg # 126):

Hi! I'd just like to say right now thank you all for the insight and help. I meant to come in earlier to thank you, but forgot. What I really needed was the awareness that the Witchbreed Packages are the same as Race Templates, not an add-on. With that, I was ready to handle anything. Thanks. :D
Silver
player, 12 posts
Fri 3 Jun 2016
at 12:49
  • msg #131

Re: Savage Worlds

drewalt:
The teaser image for Savage Rifts they posted recently.

http://i.imgur.com/6pHH3su.jpg

My guesses left to right, having not actually played Rifts in 15 years:

  • Ley Line Walker
  • Glitter Boy
  • Probably a Burster, maybe a Mind Melter but I think Burster
  • and a Cyber Knight

I think your pretty spot on with that.
bashful_batrean
player, 19 posts
Sun 5 Jun 2016
at 11:48
  • msg #132

Re: Savage Worlds

In reply to Nintaku (msg # 130):

:D
DarkLightHitomi
player, 9 posts
Wed 10 Aug 2016
at 02:05
  • msg #133

Re: Savage Worlds

As a small side project (I'll try wrangling a few into a game, but don't know yet if it'll happen), I want to make a Fallout: Equestria setting for SW. I've got SWMLP and the deluxe core rules, so I figure those'll make a great start.

Is anyone here interested in this, have suggestions, or maybe would like to help?
rabideldar
GM, 67 posts
Savage World Master
Fri 14 Oct 2016
at 22:40
  • msg #134

Re: Savage Worlds

This forum was bumping back in the day and now no one talks about savage worlds. Is it dead on here or has rpg gaming changed to more of a Roll20 scene?
cooneydad
player, 51 posts
Fri 14 Oct 2016
at 23:01
  • msg #135

Re: Savage Worlds

There are a lot of people still playing Savage Worlds, just not sure about here.
xenongames
player, 30 posts
Fri 14 Oct 2016
at 23:04
  • msg #136

Re: Savage Worlds

I have my monthly face-to-face group and am in one SW game on here. But it is a mature system where we don't have to discuss rules interpretations or the best builds from the latest supplements. There is plenty of discussions on the PEG Inc. forums.
luke_poa
GM, 14 posts
Sat 15 Oct 2016
at 00:41
  • msg #137

Re: Savage Worlds

rabideldar:
This forum was bumping back in the day and now no one talks about savage worlds. Is it dead on here or has rpg gaming changed to more of a Roll20 scene?


My group still plays once a month in RL and has three SW adventures going on here.
The Stray
player, 43 posts
Sat 15 Oct 2016
at 00:54
  • msg #138

Re: Savage Worlds

I think it's mostly that the people who were aware of this forum have drifted away, rather than any demise of Savage Worlds itself.
cooneydad
player, 52 posts
Sat 15 Oct 2016
at 01:55
  • msg #139

Re: Savage Worlds

Someone should advertise this thread, then.
locojedi
player, 7 posts
Sat 15 Oct 2016
at 06:28
  • msg #140

Re: Savage Worlds

Aye to that. I keep removing it from my list 'cause there's nothing new... Savage Worlds has a fan base, but it doesn't seem to be growing. If it's going to stay on the radar of most folks, it's gotta seem like something's going on...

I'm not playing any Savage Worlds games at the moment nor running any, so I don't really have a dog in the fight, but I know some of you are doing both. I agree that this Forum ought to be bumped from time to time where it can be seen and joined by new blood.
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