Showing posts with label ancestries. Show all posts
Showing posts with label ancestries. Show all posts

Tuesday, August 5, 2025

Urska

Did you know that Krevborna has bear people as a playable race? It's true. Below are the Savage Worlds stats I've cobbled together for them; I think I might have based them somewhat on the minotaurs from the Fantasy Companion.


Urska

Similar to humanoid polar bears in appearance, urska are generally solitary–though they sometimes rally under the banner of a strong leader who commands their stalwart loyalty. Such leadership roles are only ever assumed when a urska manages to best all challengers in deadly, ritualized combat. Urska often favor attitudes best characterized as stoic and militaristic. 

  • Blunt: Taught that might makes right, urska struggle with diplomacy and tact. They have the Mean Hindrance.
  • Claws: Urska claws cause Strength+d6 damage, adding +4 if the character runs at least 5” (10 yards) and hits with them.
  • Cold Resistance: Urska receive a +4 bonus to resist cold effects. Damage from cold is also reduced by 4.
  • Heat Weakness: Urksa suffer a –4 penalty to resist heat effects and take +4 damage from heat and fire. 
  • Hulking: Urska are tall and broad, adding +1 to their Toughness. They are Size +1.
  • Martial Code: Honor is very important to urska. They generally keep their word, don’t abuse or kill prisoners, and feel duty-bound to respect those who have bested them.
  • Tough: Urska starting Vigor is d6, increasing the limit to d12+1.
  • Uneducated: Urska society favors physical prowess over intellectual ability. Smarts rolls are made at −1.
  • Unwieldy: Their muscular frames causes urska to subtract two when using equipment designed for smaller beings, and they cannot wear humanoid armor or clothing. Equipment, armor, food and clothing cost double the listed price. 
  • Very Strong: Urska start with Strength d8, increasing their maximum Strength to d12+2.



Sunday, June 8, 2025

Lycans

I've begun figuring out what a "lycan" (aka Werewolf Lite) should look like mechanically in my Savage Worlds Krevborna games. Here's what I've come up with for an ancestry that has the werewolf flavor without being as busted-for-normal-campaigns and inconvenient-to-play as the werewolf rules in the Horror Companion.


Lycans

Also known as “wolfbloods,” lycans are folk who have inherited the curse of lycanthropy in a minor, but persistent and incurable, form that sets them apart from other mortals. Lycans appear to be members of other ancestries, but their bodies possess obvious bestial traits, such as sharp teeth, yellow eyes, or hair as thick as a shaggy pelt. When angered, a lycan’s form becomes more animalistic and fierce. 


Lycans as Savage World Ancestry

Lycans can usually pass as normal humans unless they are under close scrutiny. As a limited free action, they can transform into a more bestial, wolfish state; while in this form, they gain access to their Bite and Claw ancestral abilities.

Accursed Ancestry: Lycans suffer a -1 penalty to all Spirit rolls.

Bestial Rage: The beast is always ready to spring forth and cause carnage. All lycans possess the Berserk Edge.

Bite: In their bestial forms, lycan fangs cause Str+d4 damage and may be used on grappled foes.

Bloodthirsty: Lycans never takes prisoners unless under the direct order of the person they consider the leader of their "pack." 

Claws: In their bestial forms, lycans have claws that cause Str+d6 damage and are AP 2. 

Easily Angered: Lycans subtract 2 when resisting Taunt attacks.

Heightened Sense of Smell: A keen sense of smell gives lycans +2 to Survival rolls made to track if the target has a scent and the trail is no more than a day old.

Hunted: Lycans must always be wary of monster hunters who might mistake them for full-blooded werewolves. 

Low Light Vision: Lycans ignore penalties for Dim or Dark illumination (but not Pitch Darkness).

Monstrous Weakness: Attacks made with silvered weapons deal +4 damage against Lycans.

Wednesday, September 25, 2024

The Snow Elves of Eisengraz

Illustration by Alexis Flower
from the comic I Roved Out

The populace of Eisengraz is mostly comprised of snow elves. Snow elves are immediately recognizable due to their alabaster skin and blizzard-white hair. Snow elves share the sharp features and ethereal presence of their kin, but they have the appearance of elves who have had all color leeched from their flesh.

Despite the way their culture endorses rugged survival, the snow elves are not necessarily rabid individualists. They celebrate the power of strong communal ties that enable the survival of the many rather than praising self-concerned individuals whose ascent endangers their fellows. 

To that end, the snow elves count a number of other peoples as members of their confederacy in Eisengraz. They employ urska servants as hunters, trackers, and as the honor guard of Lady Eriandel. In the mines beneath Eisengraz, allied clans of duergar excavate darkiron and craft the fearsome jagged blades prized by the snow elves as weapons of war.

Here are the stats for snow elves in my Savage Worlds game:

ALL THUMBS: Snow elves stick to the tried and true technology of a bygone age.  They have a −2 penalty when using mechanical devices. If they roll a Critical Failure while using such a device, it’s broken.

ENVIRONMENTAL RESISTANCE: Snow elves receive a +4 bonus to resist cold. Damage from cold is also reduced by 4.

ENVIRONMENTAL WEAKNESS: Snow elves suffer a –4 penalty to resist heat. The penalty also acts as a bonus to damage.

LOW LIGHT VISION: Elven eyes amplify light. They ignore penalties for Dim and Dark Illumination.

TOUGH: Snow elves are toughened by the harsh clime in which they live. They start with a d6 in Vigor instead of a d4. This increases maximum Vigor to d12+1.

OUTSIDER: Snow elves are distrusted by most residents of Krevborna. They subtract 2 from Persuasion rolls made to influence those who aren’t their own kind and they have few or no legal rights outside of Eisengraz.

WARLIKE: Snow elves start with a d6 in either the Fighting or Shooting skills due to their culture's emphasis on martial training.