Dylan's Savage Worlds Nerdery

Geek life and custom content for Savage Worlds

Monthly Archives: December 2011

Frozen-Heart and his Allies

Chagha’Chante aka Frozen Heart aka Seeks the Rivers

Harrowed Lakota Shaman
Abilities: Agility d8, Smarts d10, Spirit d12, Strength d8, Vigor d8
Skills: Climbing d6, Fighting d10, Guts d8, Healing d6, Intimidation d8, Knowledge (Indian Lore) d12, Knowledge (Occult) d10, Notice d8, Persuasion d6, Survival d8, Tribal Medicine d12+1
Edges: Arcane Background (Shamanism), Blessed of Waziya, Chill of the Grave, Claws, Combat Reflexes, New Power (Armor, Bolt, Entangle, Windstorm, Zombie), No Mercy, Power Points, Professional (Tribal Medicine), Soul Eater
Powers: Armor, Bolt, Burst, Deflection, Entangle, Obscure, Smite, Windstorm. 20 Power Points, Spellcasting Roll d12+1
Hindrances: Old Ways Oath (Major), Phobia (Fire), Vengeful
Vitals: Charisma 0, Grit 5, Pace 6″, Parry 8, Toughness 8
Gear: Thunderbird Feather Staff (+1 to all Fighting and damage rolls, +1 Parry in addition to normal bonus from a staff, allows bearer to control the thunderbird from which the staff’s feathers are taken)
Blessed of Waziya (New Edge)
Requirements: Harrowed, Veteran, died due to cold in the north
Your manitou owes its allegiance to Waziya, one of the powers of the frozen north. As such, it is a creature of wind and snow, dedicated to spreading the touch of winter throughout the world. You gain +2 damage to all powers with ice or cold-related trappings. You are completely immune to natural hazards related to cold weather or ice, and gain a +8 bonus to Toughness and opposed rolls against any supernatural abilities with ice, cold, or wind-related trappings.
Winter Beast (Claw of Waziya, Spawn of Ithaqua)
Wild Card Abomination
Abilities: Agility d8, Smarts d4, Spirit d8, Strength d12+2, Vigor d10
Monster Abilities: Armor (+2 Toughness), Camouflage (+2 to Stealth checks in ice and snow), Claws (Str+1d6 damage), Elemental Manipulation (ice, at will), Fear (causes Guts check in those who see it), Fearless, Hardy (being Shaken when already Shaken doesn’t cause a Wound), Immunity (cold and wind), Intangibility (can turn back and forth into a dust-devil-like blizzard of ice and snow of its size as an action, gains fly speed of 15″, cannot use this ability within 6″ of fire or if temperature is above freezing), Invulnerability (fire and magical attacks deals normal damage), Low-Light Vision, Size +3, Weakness (fire deals double damage, must make Fatigue rolls every 10 minutes in temperatures above freezing)
Edges: Improved Frenzy, Quick
Skills: Fighting d10, Guts d8, Intimidation d10, Notice d8, Stealth d6+2, Survival d8, Tracking d10
Vitals: Charisma -4, Grit 4, Pace 8″ (fly 15″ in blizzard form), Parry 7, Toughness 13
Ravenite Brave

Human (Sioux Ravenite)
Abilities: Agility d6, Smarts d4, Spirit d8, Strength d8, Vigor d8
Skills: Climbing d4, Fighting d8, Guts d4, Intimidation d6, Notice d6, Riding d8, Shooting d6 (+2 w shotgun), Survival d6, Tracking d4
Hindrances: Hatred (Whites)
Vitals: Charisma 0, Grit 1, Pace 6″, Parry 7, Toughness 6
Equipment: Tomahawk (Str+d6 damage), Medium Shield (+1 Parry, +1 Armor from ranged attacks), Colt Revolving Shotgun (Range 12/24/48, Dam 1-3d6, RoF 1, Shots 5, +2 to Shooting rolls)
Ravenite Berserker (Red Feather “Niyaha-luta”)
Human (Sioux Ravenite) Wild Card
Abilities: Agility d6, Smarts d6, Spirit d6, Strength d8, Vigor d8
Skills: Climbing d4, Fighting d10, Guts d6, Intimidation d8, Notice d6, Riding d6, Shooting d4, Survival d6, Tracking d4
Edges: Berserk (after being hit, +2 to Fighting, Strength, damage, Toughness, but can’t take other actions, Smarts-2 roll to end rage, hit adjacent targets on 1 on Fighting die), Hard to Kill, Two-Fisted
Hindrances: Bad Dreams, Big Mouth, Bloodthirsty, Hatred (Whites)
Vitals: Charisma -2, Grit 2, Pace 6″, Parry 7 (5 Berserk), Toughness 6 (8 Berserk) (+2 vs bullets, AP doesn’t apply)
Equipment: Tomahawk (Str+d6 damage), Coup Stick (Str+d6 damage), ghost medicine vest (gives +2 armor vs bullets, AP doesn’t apply, gives Bad Dreams hindrance if worn w dreams about whites slaughtering Indian tribes)
Ravenite Gunman
Human (Sioux Ravenite)
Abilities: Agility d8, Smarts d4, Spirit d8, Strength d6, Vigor d6
Skills: Climbing d4, Fighting d6, Guts d4, Intimidation d4, Notice d6, Shooting d8, Survival d6, Throwing d6, Tracking d4
Edges: Steady Hands
Hindrances: Hatred (Whites)
Vitals: Charisma 0, Grit 1, Pace 6″, Parry 7, Toughness 6
Equipment: Tomahawk (Str+d6 damage), Winchester ’73 Rifle (Range 24/48/96, Dam 2d8, RoF 1, Shots 15, Min Str d6, AP 2), Molotov Cocktail (Throwing roll to hit, 2d6 to creatures in targeted square, 1d6 to adjacent targets, starts a fire)
Ravenite Shaman (Ghost Scar “Wanagi-owa”)
Human (Sioux Ravenite) Wild Card
Abilities: Agility d6, Smarts d8, Spirit d10, Strength d6, Vigor d6
Skills: Fighting d6, Guts d8, Intimidation d8, Notice d6, Riding d6, Shooting d4, Survival d6, Tracking d4, Tribal Medicine d8
Edges: AB (Shamanism), Ghost Medicine Way, New Power x 2
Hindrances: Hatred (Whites), Haunted
Vitals: Charisma 0, Grit 2, Pace 6″, Parry 5, Toughness 5
Equipment: War club (Str+d6), dynamite (2 3-stick charges, each does 4d6 in 4″ radius when it goes off), Molotov cocktail
Powers: 15 PP, Tribal Medicine d8, Barrier, Entangle (PP: 2/4 for MBT, caster makes roll vs target(s) Agility. Success = partially restrained (-2 Pace and skills linked to Agility and Strength), raise = totally restrained), Fear (PP: 2, LBT, victims make Guts (-2 if cast w raise), WC in area who fail must roll on Fear table, non-WC who fail Panicked), Shape Change (3 PP for raven form)

End of Deadwood Winter

My Deadwood Winter Deadlands game came to an end a few weeks ago. I really cut the game short – I wasn’t really enjoying running it as much as I was at the beginning. The plot was fun when it was focused on Deadwood, but once the group started going off and dealing with the Indian tribes in the area that were the main bad guys, it wasn’t as fun for anyone, I don’t think.

The central villain of the campaign was a Harrowed shaman from one of the Sioux tribes that had been badly hit by white encroachment. He had managed to corrupt a thunderbird, and with its weather control abilities, was able to cause winter to fall on the area early and hit Deadwood hard. He could control wendigo as well, and was pulling the strings of a couple of different groups of people to force the destruction of Deadwood. He had given power to one of the gangs in Chinatown to use as local muscle, had managed to infect the Hellstromme Industries trainyard by sending in an agent to secretly feed them human meat, and was stirring trouble with local Ravenites in the Sioux Nation to make them hate Deadwood even more.

I feel like the plot for the game was perfectly serviceable, but I didn’t convey enough about the villain or his motivations for the players to get invested. That was a mistake on my part. They hated Al Swearengen much more than they ever cared about the campaign’s villain, because he was more visible and more actively slimy than distantly evil.

Well, live and learn.

We’ve been playing board games for a few weeks since gaming during the holidays usually doesn’t go anywhere – we usually take a couple of weeks between campaigns to play board games and such. My girlfriend will be joining the Pathfinder game, so she’s finishing up her character as well.

For the past two weeks, we’ve played Red November, a Fantasy Flight game about drunken gnomes on board a sinking submarine. You play a gnome trying to survive one disaster after another long enough for rescue to arrive before burning, drowning, asphyxiating, getting blown up, getting eaten by a kraken, or drinking yourself to death. It’s quite fun, and highly recommended.